Gaming system, gaming device and method providing competitive wagering games

ABSTRACT

The gaming system and method disclosed herein provides a player with an opportunity to compete against an opponent (either a virtual opponent or a human opponent). In one embodiment, the gaming system and method provide a competition game that operates concurrently with a wagering game. In one embodiment, the competition game includes a turn-based video game which enables a player to compete against an opponent. Different generated symbol combinations for the wagering game represent different game actions or sequences for the competition game. That is, the symbols or symbol combinations generated in the wager game determine which game actions or sequences the gaming system causes to occur for the competition game. Based on such displayed game actions and sequences, the disclosed gaming system and method determines whether the player or the opponent wins that competition for the competition game.

PRIORITY CLAIM

This application is a continuation of, claims priority to and thebenefit of U.S. patent application Ser. No. 13/630,501, filed on Sep.28, 2012, which is a continuation of, claims priority to and the benefitof U.S. patent application Ser. No. 12/475,084, filed on May 29, 2009,the entire contents of which are incorporated by reference herein.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains or maycontain material which is subject to copyright protection. The copyrightowner has no objection to the photocopy reproduction by anyone of thepatent document or the patent disclosure in exactly the form it appearsin the Patent and Trademark Office patent file or records, but otherwisereserves all copyright rights whatsoever.

BACKGROUND

Gaming machines which provide players awards in primary or base gamesare well known. Gaming machines generally require the player to place ormake a wager to activate the primary or base game. In many of thesegaming machines, the award is based on the player obtaining a winningsymbol or symbol combination and based on the amount of the wager (e.g.,the higher the wager, the higher the award). Symbols or symbolcombinations which are less likely to occur usually provide higherawards.

In such known gaming machines, the amount of the wager made on the basegame by the player varies. For instance, the gaming machine enables theplayer to wager a minimum number of credits, such as one credit (e.g.,one cent, nickel, dime, quarter or dollar) up to a maximum number ofcredits, such as five credits. The player makes this wager a single timeor multiple times in a single play of a primary game. For instance, aslot game having one or more paylines enables the player to make a wageron each payline in a single play of the primary game. Slot games withone, three, five, nine, fifteen, and twenty-five lines are widelycommercially available. Thus, it is known that a gaming machine, such asa slot game, enables players to make wagers of substantially differentamounts on each play of the primary or base game ranging, for example,from one credit up to one-hundred twenty-five credits (e.g., fivecredits on each of twenty-five separate paylines).

Secondary or bonus games are also known in gaming machines. Thesecondary or bonus games usually provide an additional award to theplayer. Secondary or bonus games usually do not require an additionalwager by the player to be activated. Secondary or bonus games aregenerally activated or triggered upon an occurrence of a designatedtriggering symbol or triggering symbol combination in the primary orbase game. For instance, a bonus symbol occurring on the payline on thethird reel of a three reel slot machine triggers the secondary bonusgame. When a secondary or bonus game is triggered, the gaming machinesgenerally indicates this to the player through one or more visual and/oraudio output devices, such as the reels, lights, speakers, videoscreens, etc. Part of the enjoyment and excitement of playing certaingaming machines is the occurrence of the secondary or bonus game (evenbefore the player knows how much the bonus award will be).

Known non-wagering video games include a plurality of rounds. That is,for each round in such non-wagering video games, each of a plurality ofplayers takes a turn (i.e., commits a game action). Such non-wageringvideo games are commonly referred to as turn-based games. One type ofturn-based game, such as a waiting turn-based game, alternatesindividual game actions between the players (e.g., human or virtual) ina sequential, rather than a simultaneous, manner for each round. In suchturn-based games, the round ends once each of the players has takentheir respective turn. Another type of turn-based game, such as areal-time turn-based game (or an action turn-based game), enables eachplayer to independently make individual game actions for each round andprocesses the results of each player's actions for that round inreal-time. In such real-time turn-based games, the round ends once eachof the players has taken their respective turn (which could include oneor more player actions based on the speed of those actions). Forexample, in a real-time turn-based game, a first player makes twoindividual game actions and a second, faster player makes fourindividual game actions for their respective turn in the round. In thisexample, each individual game action is processed and/or displayed inreal-time. Other known games, such as comparison games, enable eachplayer to independently make individual game actions for each round andcompare the results of each player's action for that round. Based on theresults of one or more of the individual rounds, known turn-based gamesdetermine which player wins (or which players win) the turn-based game.

There is a continuing need to provide new and different gaming machinesand gaming systems as well as new and different ways to enable playersto play for and win awards, such as bonus awards. There is also acontinuing need to provide new and different linked or related gamingmachines.

SUMMARY

In one embodiment, the disclosed gaming system and method provide acompetition game that operates concurrently with a wagering game, suchas a primary game. In one embodiment, the competition game includes aturn-based video game which enables a player to compete against anopponent. Each play of the wagering game includes a random symbolgeneration for the player and a random symbol generation for theopponent, wherein a series of such random symbol generations form around of the competition game. Symbol combinations generated for theplayer and the opponent in the wagering game represent different gameevents, actions or sequences for the player and the opponent in thecompetition game. That is, the symbols or symbol combinations generatedin the wagering game determine which game events, actions or sequencesthe gaming system causes to occur for the competition game. Based onsuch game events, actions and sequences, the disclosed gaming system andmethod determines whether the player or the opponent wins thecompetition game. In one embodiment, the gaming system determineswhether to provide the player an award based on the player's wager forthe wagering game and the randomly generated symbol combination for theplayer in the wagering game. That is, the symbol combination randomlygenerated for the player in the wagering game serves two functions: (i)to determine an action or sequence in the competition game, and (ii) todetermine if the player receives an award for the play of the wageringgame.

In one embodiment, the competition game includes one or more rounds,wherein each one of the rounds includes a series of competitions betweenthe player and the opponent. For each one of the series of competitionsof one round of the competition game, the gaming system randomlygenerates a symbol combination for the player in the wagering game andrandomly generates a symbol combination for the player's opponent in thewagering game. For example, for a slot wagering game, a first pluralityof reels displays a randomly generated symbol combination for the playerand a second plurality of reels displays a randomly generated symbolcombination for the opponent. In one embodiment, each random symbolgeneration for the player in the wagering game constitutes one turn orone competition game action for the player and each random symbolgeneration for the player's opponent in the wagering game constitutesone turn or one competition game action for the player's opponent.

After randomly generating separate symbol combinations for the playerand the opponent for the wagering game, in one embodiment, the gamingsystem compares the randomly generated symbol combination for the playerto the randomly generated symbol combination for the opponent todetermine the result or outcome of the competition game. Based on one ormore of such comparisons (i.e., the series of competitions), the gamingsystem determines a result or outcome of the competition game betweenthe player and the player's opponent. After comparing the randomlygenerated symbol for the player with the randomly generated symbol forthe player's opponent, the gaming system determines whether to increase,decrease or not change: (i) a player eligibility meter, (ii) an opponenteligibility meter, (iii) a credit meter, or (iv) any combination of theplayer eligibility meter, the opponent eligibility meter, and the creditmeter in the competition game. Additionally, the gaming system comparesthe randomly generated symbol for the player with the randomly generatedsymbol for the player's opponent to determine the amount to increase ordecrease: (i) a player eligibility meter, (ii) an opponent eligibilitymeter, (iii) a credit meter, or (iv) any combination of the playereligibility meter, the opponent eligibility meter, and the credit meter.

In one embodiment, the player eligibility meter graphically indicatesthe player's eligibility remaining for the competition game. The gamingsystem sets the player eligibility meter to an initial value. Indifferent embodiments, the initial value of the player eligibility meteris predetermined or based on the player's amount of coin-in and/or theplaced wager amount. For example, if the player inserts a firstdesignated amount of coin-in (or places a first wager), such as $100,the gaming system sets the player eligibility meter to a first value(e.g., 200 life-units). That is, for the first designated amount ofcoin-in or wager placed), the gaming system equates the playereligibility meter to the first value (e.g., 200 life-units). In thisexample, if the player inserts a second designated amount of coin-in (orplaces a second wager), such as $500, the gaming system sets the playereligibility meter to a second value (e.g., 1000 life units). That is,for the second designated amount of coin-in or wager placed), the gamingsystem equates or converts the player eligibility meter to the secondvalue (e.g., 1000 life units). In this embodiment, the gaming systemequates or converts the amount of coin-in and/or the amount wagered bythe player into an amount of life units that is graphically representedby the player eligibility meter. In one such embodiment, the playereligibility meter graphically represents the amount of life units as apercentage (e.g., 100%).

In one embodiment, the opponent eligibility meter graphically indicatesthe opponent's eligibility remaining for the competition game. If theopponent is controlled by the gaming system, the gaming system sets theopponent eligibility meter to a predetermined initial value (e.g., apredetermined number of life units). For example, the gaming system setsthe opponent eligibility meter for the opponent to a predetermined value(e.g., 50 life units). In one such embodiment, the opponent eligibilitymeter graphically represents the predetermined number of life units as apercentage (e.g., 100%). If the opponent is another player playing atone of the gaming devices in the gaming system, the gaming device setsthe player eligibility meter for that player to an initial value asdescribed above.

In one embodiment, to determine the affect of the randomly generatedsymbol combinations of the wagering game on the competition game, thegaming system compares the results of the random symbol generationsusing a lookup table or some other ranking or hierarchy. For example, afirst symbol combination generated for the player is associated with anaction (e.g., whether the gaming system decreases the opponent'seligibility meter) and an amount of change (e.g., decrease by 15 lifeunits or by 15%). In this example, a second symbol combination generatedfor the player's opponent is associated with an action (e.g., whetherthe gaming system decreases the player's eligibility meter) and anamount of change (e.g., decrease by 8 life units or by 8%). The gamingsystem compares these random generations to determine the effectiveresult of the wagering game on the competition game. For the competitiongame, based on the above example, the gaming system decreases theopponent's eligibility meter by fifteen life units and the player'seligibility meter by eight life units based on the comparison betweenthe generated symbol combinations for the player and the opponent.

In one embodiment, to determine the affect of the randomly generatedsymbol combinations of the wagering game on the competition game, thegaming system individually processes the results of the random symbolgenerations (e.g., using a lookup table). In one such embodiment, thecompetition game is turn-based such that a first symbol combination isgenerated for the player and any competition game action resulting fromthe first symbol combination is displayed for the player before a secondsymbol combination is generated for the player's opponent and anycompetition game action resulting from the second symbol combination isdisplayed for the opponent. For example, a first symbol combination ofthe wagering game is associated with an action (e.g., whether the gamingsystem decreases the opponent's eligibility meter) and an amount ofchange (e.g., decrease by 15 life units or by 15%) for the competitiongame. In this example, a second symbol combination of the wagering gameis associated with an action whether the gaming system decreases theplayer's eligibility meter) and an amount of change decrease by 8 lifeunits or by 8%) for the competition game. The gaming system individuallyprocesses the results of the wagering game and displays the results ofthe wagering game on the competition game. For the competition game inthe above example, the gaming system decreases the opponent'seligibility meter by fifteen life units based on the generated symbolcombination for the player and graphically displays such decrease to theopponent's eligibility meter (e.g., with an animated game event).Subsequently, the gaming system decreases the player's eligibility meterdecreases by eight life units based on the generated symbol combinationsfor the opponent and graphically displays such decrease to the player'seligibility meter (e.g., with an animated game event). If the player'sopponent were provided the first tuna in the competition game, thegaming system decreases the player's eligibility meter by eight lifeunits and subsequently decreases the opponent's eligibility meter byfifteen life units based on the generated symbol combinations for theopponent and the player.

As mentioned above in one embodiment, the competition game includes aplurality of rounds. In one such embodiment, each round is associatedwith one opponent, wherein the player engages in a series ofcompetitions against that opponent for that round (e.g., a series ofrandom symbol generations for the player and a series of random symbolgenerations for the opponent). In one embodiment, the player competesagainst an opponent in a first round and the player only advances to asubsequent round if that player wins the competition game against thatopponent. In one embodiment, the series of rounds are finite such thatthe gaming system includes a final round associated with a finalopponent. If the player wins the final round, the gaming system causesan award to be provided to the player and the competition game ends. Ifthe competition game ends, the gaming system provides the player anopportunity to play another competition game, such as the samecompetition game (e.g., against the same opponent or opponents) or adifferent competition game (e.g., against a different opponent oropponents).

In one embodiment, a player eligibility meter represents the number ofchances that the player has to obtain a bonus award triggering event. Aplayer bonus triggering event progress meter tracks and graphicallyindicates the player's progress toward the bonus award triggering event.In one embodiment, the player's progress toward the bonus awardtriggering event generally increases as the player's eligibilityremaining for the competition game decreases. This relationship betweenthe bonus award triggering event progress meter and the playereligibility meter enables the gaming system to provide a benefit to theplayer for each turn of the competition game.

In one embodiment, the bonus triggering event provides the player withan additional opportunity to decrease the opponent's eligibility meterwithout risk of the player's eligibility meter decreasing. In one suchembodiment, the gaming system provides the player with one or moreenhanced symbol generations for the wagering game. Such enhanced symbolgenerations improve the player's chance to obtain a beneficial outcomefor the competition game. In one embodiment, the gaming system providesthe player with at least one enhanced symbol generation throughimplementation of at least one additional symbol generator, at least oneadditional symbol and/or at least one additional payline for thewagering game.

Accordingly, the gaming system and method disclosed herein provides theplayer with an opportunity to participate in a competition game whileconcurrently playing a wagering game. In the gaming system disclosedherein, symbol combinations randomly generated in the wagering gamedetermines any game events, actions or sequences in the competition gamein addition to determining whether the player wins any beneficialoutcomes, such as awards, bonus awards, additional themes or scenes forthe competition game, additional features for the wagering game and/orthe competition game, or additional rounds for the competition game. Inone embodiment, the bonus triggering event progress meter disclosedherein enables the gaming system to increase the player's chance ofreceiving a beneficial outcome for the competition game regardless ofwhether the random symbol combination resulting from the wagering gamepositively or negatively changes the player eligibility meter.Additionally, the gaming system and method disclosed herein provides newand different ways to equate video game functions to gaming machines.Additional features and advantages are described herein, and will beapparent from the following Detailed Description and the figures.

BRIEF DESCRIPTION OF THE FIGURES

FIGS. 1A and 1B are perspective views of alternative embodiments of thegaming devices in the gaming system of the present disclosure.

FIG. 2A is a schematic block diagram of one embodiment of an electronicconfiguration for one of the gaming devices disclosed herein.

FIG. 2B is a schematic block diagram of one embodiment of a gamingsystem network configuration including a plurality of gaming devicesdisclosed herein.

FIG. 3 is a process flow diagram showing one possible flow sequence ofone embodiment of the disclosed gaming system.

FIG. 4 is a timeline showing one embodiment of the competition gamehaving a plurality of rounds including a final round.

FIG. 5 is a timeline showing one embodiment of the competition game andthe wagering game.

FIG. 6 is a front plan view of one gaming device in accordance with oneembodiment of the disclosed gaming system.

FIG. 7 is a process flow diagram showing one possible flow sequence ofone embodiment of the disclosed competition game and wagering game.

FIG. 8 is one example of a chart in accordance with one embodiment ofthe disclosed gaming system which shows a plurality of life unit valuesassociated with the player eligibility meter based on different valuesof coin-in.

FIG. 9 is one example of a chart in accordance with one embodiment ofthe disclosed gaming system which shows a plurality of life unit valuesassociated with the opponent eligibility meter for different opponents.

FIGS. 10A and 10B are examples charts in accordance with one embodimentof the disclosed gaming system which show a plurality of competitiongame events.

FIG. 11 is a timeline showing one round of a competition game and aplurality of plays of a wagering game being sequentially played by aplayer at one of the gaming devices in accordance with one embodiment ofthe disclosed gaming system.

FIGS. 12A, 12B, 12C, 12D and 12E are front plan views of one gamingdevice in accordance with one embodiment of the disclosed gaming system.

DETAILED DESCRIPTION

The present disclosure may be implemented in various configurations forgaming machines, gaming devices, or gaming systems, including but notlimited to: (1) a dedicated gaming machine, gaming device, or gamingsystem wherein the computerized instructions for controlling any games(which are provided by the gaming machine or gaming device) are providedwith the gaming machine or gaming device prior to delivery to a gamingestablishment; and (2) a changeable gaming machine, gaming device, orgaming system wherein the computerized instructions for controlling anygames (which are provided by the gaming machine or gaming device) aredownloadable to the gaming machine or gaming device through a datanetwork after the gaming machine or gaming device is in a gamingestablishment. In one embodiment, the computerized instructions forcontrolling any games are executed by at least one central server,central controller, or remote host. In such a “thin client” embodiment,the central server remotely controls any games (or other suitableinterfaces) and the gaming device is utilized to display such games (orsuitable interfaces) and receive one or more inputs or commands from aplayer. In another embodiment, the computerized instructions forcontrolling any games are communicated from the central server, centralcontroller, or remote host to a gaming device local processor and memorydevices. In such a “thick client” embodiment, the gaming device localprocessor executes the communicated computerized instructions to controlany games (or other suitable interfaces) provided to a player.

In one embodiment, one or more gaming devices in a gaming system may bethin client gaming devices and one or more gaming devices in the gamingsystem may be thick client gaming devices. In another embodiment,certain functions of the gaming device are implemented in a thin clientenvironment and certain other functions of the gaming device areimplemented in a thick client environment. In one such embodiment,computerized instructions for controlling any primary games arecommunicated from the central server to the gaming device in a thickclient configuration and computerized instructions for controlling anysecondary games or bonus functions are executed by a central server in athin client configuration.

Referring now to the drawing, two example alternative embodiments of agaming device disclosed herein are illustrated in FIGS. 1A and 1B asgaming device 10 a and gaming device 10 b, respectively. Gaining device10 a and/or gaming device 10 b are generally referred to herein asgaming device 10.

In the embodiments illustrated in FIGS. 1A and 1B, gaming device 10 hasa support structure, housing, or cabinet which provides support for aplurality of displays, inputs, controls, and other features of aconventional gaming machine. It is configured no that a player canoperate it while standing or sitting. The gaming device can bepositioned on a base or stand or can be configured as a pub-styletable-top game (not shown) which a player can operate preferably whilesitting. As illustrated by the different configurations shown in FIGS.1A and 1B, the gaming device may have varying cabinet and displayconfigurations.

In one embodiment, as illustrated in FIG. 2A, the gaming devicepreferably includes at least one processor 12, such as a microprocessor,a microcontroller-based platform, a suitable integrated circuit or oneor more application-specific integrated circuits (ASIC's). The processoris in communication with or operable to access or to exchange signalswith at least one data storage or memory device 14. In one embodiment,the processor and the memory device reside within the cabinet of thegaming device. The memory device stores program code and instructions,executable by the processor, to control the gaming device. The memorydevice also stores other data such as image data, event data, playerinput data, random or pseudo-random number generators, pay-table data orinformation, and applicable game rules that relate to the play of thegaming device. In one embodiment, the memory device includes randomaccess memory (RAM), which can include non-volatile RAM (NVRRAM),magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other forms ascommonly understood in the gaming industry. In one embodiment, thememory device includes read only memory (ROM). In one embodiment, thememory device includes flash memory and/or EEPROM (electrically erasableprogrammable read only memory). Any other suitable magnetic, optical,and/or semiconductor memory may operate in conjunction with the gamingdevice disclosed herein.

In one embodiment, part or all of the program code and/or operating datadescribed above can be stored in a detachable or removable memorydevice, including, but not limited to, a suitable cartridge, disk, CDROM, DVD, or USB memory device. In other embodiments, part or all of theprogram code and/or operating data described above can be downloaded tothe memory device through a suitable network.

In one embodiment, an operator or a player can use such a removablememory device in a desktop computer, a laptop computer, a personaldigital assistant (PDA), a portable computing device, or anothercomputerized platform to implement the present disclosure. In oneembodiment, the gaming device or gaming machine disclosed herein isoperable over a wireless network, for example part of a wireless gamingsystem. In this embodiment, the gaming machine may be a hand-helddevice, a mobile device, or any other suitable wireless device thatenables a player to play any suitable game at a variety of differentlocations. It should be appreciated that a gaming device or gamingmachine as disclosed herein may be a device that has obtained approvalfrom a regulatory gaming commission or a device that has not obtainedapproval from a regulatory gaming commission. It should be appreciatedthat the processor and memory device may be collectively referred toherein as a “computer” or “controller.”

In one embodiment, as discussed in more detail below, the gaming devicerandomly generates awards and/or other game outcomes based onprobability data. In one such embodiment, this random determination isprovided through utilization of a random number generator (RNG), such asa true random number generator, a pseudo random number generator, orother suitable randomization process. In one embodiment, each award orother game outcome is associated with a probability and the gamingdevice generates the award or other game outcome to be provided to theplayer based on the associated probabilities. In this embodiment, sincethe gaming device generates outcomes randomly or based upon one or moreprobability calculations, there is no certainty that the gaming devicewill ever provide the player with any specific award or other gameoutcome.

In another embodiment, as discussed in more detail below, the gamingdevice employs a predetermined or finite set or pool of awards or othergame outcomes. In this embodiment, as each award or other game outcomeis provided to the player, the gaming device flags or removes theprovided award or other game outcome from the predetermined set or pool.Once flagged or removed from the set or pool, the specific providedaward or other game outcome from that specific pool cannot be providedto the player again. This type of gaming device provides players withall of the available awards or other game outcomes over the course ofthe play cycle and guarantees the amount of actual wins and losses.

In another embodiment, as discussed below, upon a player initiating gameplay at the gaming device, the gaming device enrolls in a bingo game. Inthis embodiment, a bingo server calls the bingo balls that result in aspecific bingo game outcome. The resultant game outcome is communicatedto the individual gaming device to be provided to a player. In oneembodiment, this bingo outcome is displayed to the player as a bingogame and/or in any form in accordance with the present disclosure.

In one embodiment, as illustrated in FIG. 2A, the gaming device includesone or more display devices controlled by the processor. The displaydevices are preferably connected to or mounted on the cabinet of thegaming device. The embodiment shown in FIG. 1A includes a centraldisplay device 16 which displays a primary game. This display device mayalso display any suitable secondary game associated with the primarygame as well as information relating to the primary or secondary game.The alternative embodiment shown in FIG. 1B includes a central displaydevice 16 and an upper display device 18. The upper display device maydisplay the primary game, any suitable secondary game associated or notassociated with the primary game and/or information relating to theprimary or secondary game. These display devices may also serve asdigital glass operable to advertise games or other aspects of the gamingestablishment. As seen in FIGS. 1A and 1B, in one embodiment, the gamingdevice includes a credit display 20 which displays a player's currentnumber of credits, cash, account balance, or the equivalent. In oneembodiment, the gaming device includes a bet display 22 which displays aplayer's amount wagered. In one embodiment, as described, in more detailbelow, the gaming device includes a player tracking display 40 whichdisplays information regarding a player's play tracking status.

In another embodiment, at least one display device may be a mobiledisplay device, such as a FDA or tablet PC, that enables play of atleast a portion of the primary or secondary game at a location remotefrom the gaming device.

The display devices may include, without limitation, a monitor, atelevision display, a plasma display, a liquid crystal display (LCD) adisplay based on light emitting diodes (LEDs), a display based on aplurality of organic light-emitting diodes (OLEDs), a display based onpolymer light-emitting diodes (PLEDs), a display based on a plurality ofsurface-conduction electron-emitters (SEDs), a display including aprojected and/or reflected image, or any other suitable electronicdevice or display mechanism. In one embodiment, as described in moredetail below, the display device includes a touch-screen with anassociated touch-screen controller. The display devices may be of anysuitable size and configuration, such as a square, a rectangle or anelongated rectangle.

The display devices of the gaming device are configured to display atleast one and preferably a plurality of game or other suitable images,symbols and indicia such as any visual representation or exhibition ofthe movement of objects such as mechanical, virtual, or video reels andwheels, dynamic lighting, video images, images of people, characters,places, things, faces of cards, and the like. In one embodiment, thesymbols, images and indicia displayed on or of the display device formone or more symbol combinations.

In one alternative embodiment, the symbols, images and indicia displayedon or of the display device may be in mechanical form. That is, thedisplay device may include any electromechanical device, such as one ormore mechanical objects, such as one or more rotatable wheels, reels, ordice, configured to display at least one or a plurality of game or othersuitable images, symbols or indicia.

As illustrated in FIG. 2A, in one embodiment, the gaming device includesat least one payment device 24 in communication with the processor. Asseen in FIGS. 1A and 1B, a payment device such as a payment acceptorincludes a note, ticket or bill acceptor 28 wherein the player insertspaper money, a ticket, or voucher and a coin slot 26 where the playerinserts money, coins, or tokens. In other embodiments, payment devicessuch as readers or validators for credit cards, debit cards or creditslips may accept payment. In one embodiment, a player may insert anidentification card into a card reader of the gaming device. In oneembodiment, the identification card is a smart card having a programmedmicrochip, a coded magnetic strip or coded rewritable magnetic strip,wherein the programmed microchip or magnetic strips are coded with aplayer's identification, credit totals (or related data), and/or otherrelevant information. In another embodiment, a player may carry aportable device, such as a cell phone, a radio frequency identificationtag, or any other suitable wireless device, which communicates aplayer's identification, credit totals (or related data), and otherrelevant information to the gaming device. In one embodiment, money maybe transferred to a gaming device through electronic funds transfer.When a player funds the gaming device, the processor determines theamount of funds entered and displays the corresponding amount on thecredit or other suitable display as described above.

As seen in FIGS. 1A, 1B, and 2A, in one embodiment the gaming deviceincludes at least one and preferably a plurality of input devices 30 incommunication with the processor. The input devices can include anysuitable device which enables the player to produce an input signalwhich is received by the processor. In one embodiment, after appropriatefunding of the gaming device, the input device is a game activationdevice, such as a play button 32 or a pull arm (not shown) which is usedby the player to start any primary game or sequence of events in thegaming device. The play button can be any suitable play activator suchas a bet one button, a max bet button, or a repeat the bet button. Inone embodiment, upon appropriate funding, the gaming device begins thegame play automatically. In another embodiment, upon the player engagingone of the play buttons, the gaming device automatically activates gameplay.

In one embodiment, one input device is a bet one button. The playerplaces a bet by pushing the bet one button. The player can increase thebet by one credit each time the player pushes the bet one button. Whenthe player pushes the bet one button, the number of credits shown in thecredit display preferably decreases by one, and the number of creditsshown in the bet display preferably increases by one. In anotherembodiment, one input device is a bet max button (not shown) whichenables the player to bet the maximum wager permitted for a game of thegaming device.

In one embodiment, one input device is a cash out button 34. The playermay push the cash out button and cash out to receive a cash payment orother suitable form of payment corresponding to the number of remainingcredits. In one embodiment, when the player cashes out, a paymentdevice, such as a ticket, payment, or note generator 36 prints orotherwise generates a ticket or credit slip to provide to the player.The player receives the ticket or credit slip and may redeem the valueassociated with the ticket or credit slip via a cashier (or othersuitable redemption system). In another embodiment, when the playercashes out, the player receives the coins or tokens in a coin payouttray. It should be appreciated that any suitable payout mechanisms, suchas funding to the player's electronically recordable identification cardor smart card, may be implemented in accordance with the gaming devicedisclosed herein.

In one embodiment, as mentioned above and as seen in FIG. 2A, one inputdevice is a touch-screen 42 coupled with a touch-screen controller 44 orsome other touch-sensitive display overlay to allow for playerinteraction with the images on the display. The touch-screen and thetouch-screen controller are connected to a video controller 46. A playercan make decisions and input signals into the gamin device by touchingthe touch-screen at the appropriate locations. One such input device isa conventional touch-screen button panel.

The gaming device may further include a plurality of communication portsfor enabling communication of the processor with external peripherals,such as external video sources, expansion buses, game or other displays,a SCSI port, or a keypad.

In one embodiment, as seen in FIG. 2A, the gaming device includes asound generating device controlled by one or more sounds cards 48 whichfunction in conjunction with the processor. In one embodiment, the soundgenerating device includes at least one and preferably a plurality ofspeakers 50 or other sound generating hardware and/or software forgenerating sounds, such as by playing music for the primary and/orsecondary game or by playing music for other modes of the gaming device,such as an attract mode. In one embodiment, the gaming device providesdynamic sounds coupled with attractive multimedia images displayed onone or more of the display devices to provide an audio-visualrepresentation or to otherwise display full-motion video with sound toattract players to the gaming device. During idle periods, the gamingdevice may display a sequence of audio and/or visual attraction messagesto attract potential players to the gaming device. The videos may alsobe customized to provide any appropriate information.

In one embodiment, the gaming machine may include a sensor, such as acamera, in communication with the processor (and possibly controlled bythe processor), that is selectively positioned to acquire an image of aplayer actively using the gaming device and/or the surrounding area ofthe gaming device. In one embodiment, the camera may be configured toselectively acquire still or moving video) images and may be configuredto acquire the images in an analog, digital, or other suitable format.The display devices may be configured to display the image acquired bythe camera as well as to display the visible manifestation of the gamein split screen or picture-in-picture fashion. For example, the cameramay acquire an image of the player and the processor may incorporatethat image into the primary and/or secondary game as a game image,symbol or indicia. In one embodiment, the camera acquires an image ofthe player and the processor incorporates that image into thecompetition game as a game image or avatar when the player competesagainst an opponent.

Gaming device 10 can incorporate any suitable wagering game as theprimary or base game. The gaming machine or device may include some orall of the features of conventional gaming machines or devices. Theprimary or base game may comprise any suitable reel-type game, cardgame, cascading or falling symbol game, number game, or other game ofchance susceptible to representation in an electronic orelectromechanical form, which in one embodiment produces a randomoutcome based on probability data at the time of or after placement of awager. That is, different primary wagering games, such as video pokergames, video blackjack games, video keno, video bingo or any othersuitable primary or base game may be implemented.

In one embodiment, as illustrated in FIGS. 1A and 1B, a base or primarygame may be a slot game with one or more paylines 52. The paylines maybe horizontal, vertical, circular, diagonal, angled or any combinationthereof. In this embodiment, the gaming device includes at least one andpreferably a plurality of reels 54, such as three to five reels 54, ineither electromechanical form with mechanical rotating reels or videoform with simulated reels and movement thereof. In one embodiment, anelectromechanical slot machine includes a plurality of adjacent,rotatable reels which may be combined and operably coupled with anelectronic display of any suitable type. In another embodiment, if thereels 54 are in video form, one or more of the display devices, asdescribed above, displays the plurality of simulated video reels 54.Each reel 54 displays a plurality of indicia or symbols, such as bells,hearts, fruits, numbers, letters, bars, or other images which preferablycorrespond to a theme associated with the gaming device. In oneembodiment, the indicia or symbols displayed by a plurality of the reels54 form a symbol combination. In another embodiment, one or more of thereels are independent reels or unisymbol reels. In this embodiment, eachindependent or unisymbol reel generates and displays one symbol to theplayer. In one embodiment, the gaming device awards prizes after thereels of the primary game stop spinning if specified types and/orconfigurations of indicia or symbols occur on an active payline orotherwise occur in a winning pattern, occur on the requisite number ofadjacent reels and/or occur in a scatter pay arrangement.

In an alternative embodiment, rather than determining any outcome toprovide to the player by analyzing the symbols generated on any wageredupon paylines as described above, the gaming device determines anyoutcome to provide to the player based on the number of associatedsymbols which are generated in active symbol positions on the requisitenumber of adjacent reels (i.e., not on paylines passing through anydisplayed winning symbol combinations). In this embodiment, if a winningsymbol combination is generated on the reels, the gaming device providesthe player one award for that occurrence of the generated winning symbolcombination. For example, if one winning symbol combination is generatedon the reels, the gaming device will provide a single award to theplayer for that winning symbol combination (i.e., not based on thenumber of paylines that would have passed through that winning symbolcombination). It should be appreciated that because a gaming device thatenables wagering on ways to win provides the player one award for asingle occurrence of a winning symbol combination and a gaming devicewith paylines may provide the player more than one award for the sameoccurrence of a single winning symbol combination (i.e., if a pluralityof paylines each pass through the same winning symbol combination), itis possible to provide a player at a ways to win gaming device with morewas to win for an equivalent bet or wager on a traditional slot gamingdevice with paylines.

In one embodiment, the total number of ways to win is determined bymultiplying the number of symbols generated in active symbol positionson a first reel by the number of symbols generated in active symbolpositions on a second reel by the number of symbols generated in activesymbol positions on a third reel and so on for each reel of the gamingdevice with at least one symbol generated in an active symbol position.For example, a three reel gaming device with three symbols generated inactive symbol positions on each reel includes 27 ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel). A four reel gaming device with three symbols generated inactive symbol positions on each reel includes 81 ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel×3 symbols on the fourth reel). A five reel gaming device withthree symbols generated in active symbol positions on each reel includes243 ways to win (i.e., 3 symbols on the first reel×3 symbols on thesecond reel×3 symbols on the third reel×3 symbols on the fourth reel×3symbols on the fifth reel). It should be appreciated that modifying thenumber of generated symbols by either modifying the number of reels ormodifying the number of symbols generated in active symbol positions byone or more of the reels modifies the number of ways to win.

In another embodiment, the gaming device enables a player to wager onand thus activate symbol positions. In one such embodiment, the symbolpositions are on the reels. In this embodiment, if based on the player'swager, a reel is activated, then each of the symbol positions of thatreel will be activated and each of the active symbol positions will bepart of one or more of the ways to win. In one embodiment, if based onthe player's wager, a reel is not activated, then a designated number ofdefault symbol positions, such as a single symbol position of the middlerow of the reel, will be activated and the default symbol position(s)will be part of one or more of the ways to win. This type of gamingmachine enables a player to wager on one, more than one or all of thereels and the processor of the gaming device uses the number of wageredon reels to determine the active symbol positions and the number ofpossible ways to win. In alternative embodiments, (1) no symbols aredisplayed as generated at any of the inactive symbol positions, or (2)any symbols generated at any inactive symbol positions may be displayedto the player but suitably shaded or otherwise designated as inactive.

In one embodiment wherein a player wagers on one or more reels, aplayer's wager of one credit may activate each of the three symbolpositions on a first reel, wherein one default symbol position isactivated on each of the remaining four reels. In this example, asdescribed above, the gaming device provides the player three ways to win(i.e., 3 symbols on the first reel×1 symbol on the second reel×1 symbolon the third reel×1 symbol on the fourth reel×1 symbol on the fifthreel). In another example, a player's wager of nine credits may activateeach of the three symbol positions on a first reel, each of the threesymbol positions on a second reel and each of the three symbol positionson a third reel wherein one default symbol position is activated, oneach of the remaining two reels. In this example, as described, above,the gaming device provides the player twenty-seven ways to win (i.e., 3symbols on the first reel×3 symbols on the second reel×3 symbols on thethird reel×1 symbol on the fourth reel×1 symbol on the fifth reel).

In one embodiment, to determine any award(s) to provide to the playerbased on the generated symbols, the gaming device individuallydetermines if a symbol generated in an active symbol position on a firstreel forms part of a winning symbol combination with or is otherwisesuitably related to a symbol generated in an active symbol position on asecond reel. In this embodiment, the gaming device classifies each pairof symbols which form part of a winning symbol combination (i.e., eachpair of related symbols) as a string of related symbols. For example, ifactive symbol positions include a first cherry symbol generated in thetop row of a first reel and a second cherry symbol generated in thebottom row of a second reel, the gaming device classifies the two cherrysymbols as a string of related symbols because the two cherry symbolsform part of a winning symbol combination.

After determining if any strings of related symbols are formed betweenthe symbols on the first reel and the symbols on the second reel, thegaming device determines if any of the symbols from the next adjacentreel should be added to any of the formed strings of related symbols. Inthis embodiment, for a first of the classified strings of relatedsymbols, the gaming device determines if any of the symbols generated bythe next adjacent reel form part of a winning symbol combination or areotherwise related to the symbols of the first string of related symbols.If the gaming device determines that a symbol generated on the nextadjacent reel is related to the symbols of the first string of relatedsymbols, that symbol is subsequently added to the first string ofrelated symbols. For example, if the first string of related symbols isthe string of related cherry symbols and a related cherry symbol isgenerated in the middle row of the third reel, the gaming device addsthe related cherry symbol generated on the third reel to the previouslyclassified string of cherry symbols.

On the other hand, if the gaming device determines that no symbolsgenerated on the next adjacent reel are related to the symbols of thefirst string of related symbols, the gaming device marks or flags suchstring of related symbols as complete. For example, if the first stringof related symbols is the string of related cherry symbols and none ofthe symbols of the third reel are related to the cherry symbols of thepreviously classified string of cherry symbols, the gaming device marksor flags the string of two cherry symbols as complete.

After either adding a related symbol to the first string of relatedsymbols or marking the first string of related symbols as complete, thegaming device proceeds as described above for each of the remainingclassified strings of related symbols which were previously classifiedor formed from related symbols on the first and second reels.

After analyzing each of the remaining strings of related symbols, thegaming device determines, for each remaining pending or incompletestring of related symbols, if any of the symbols from the next adjacentreel, if any, should be added to any of the previously classifiedstrings of related symbols. This process continues until either eachstring of related symbols is complete or there are no more adjacentreels of symbols to analyze. In this embodiment, where there are no moreadjacent reels of symbols to analyze, the gaming device marks each ofthe remaining pending strings of related symbols as complete.

When each of the strings of related symbols is marked complete, thegaming device compares each of the strings of related symbols to anappropriate paytable and provides the player any award associated witheach of the completed strings of symbols. It should be appreciated thatthe player is provided one award, if any, for each string of relatedsymbols generated in active symbol positions (i.e., as opposed to aquantity of awards being based on how many paylines that would havepassed through each of the strings of related symbols in active symbolpositions).

In one embodiment, a base or primary game may be a poker game whereinthe gaming device enables the player to play a conventional game ofvideo draw poker and initially deals five cards all face up from avirtual deck of fifty-two cards. Cards may be dealt as in a traditionalgame of cards or in the case of the gaming device, the cards may berandomly selected from a predetermined number of cards. If the playerwishes to draw, the player selects the cards to hold via one or moreinput devices, such as by pressing related hold buttons or via the touchscreen. The player then presses the deal button and the unwanted ordiscarded cards are removed from the display and the gaming machinedeals the replacement cards from the remaining cards in the deck. Thisresults in a final five-card hand, which is sometimes referred to as asymbol combination. The gaming device compares the final five-card handto a payout table which utilizes conventional poker hand rankings todetermine the winning hands. The gaming device provides the player withan award based on a winning hand and the number of credits the playerwagered.

In another embodiment, the base or primary game may be a multi-handversion of video poker. In this embodiment, the gaming device deals theplayer at least two hands of cards. In one such embodiment, the cardsare the same cards. In one embodiment each hand of cards is associatedwith its own deck of cards. The player chooses the cards to hold in aprimary hand. The held cards in the primary hand are also held in theother hands of cards. The remaining non-held cards are removed from eachhand displayed and for each hand replacement cards are randomly dealtinto that hand. Since the replacement cards are randomly dealtindependently for each hand, the replacement cards for each hand willusually be different. The poker hand rankings are then determined handby hand against a payout table and awards are provided to the player.

In one embodiment, a base or primary game may be a keno game wherein thegaming device displays a plurality of selectable indicia or numbers onat least one of the display devices. In this embodiment, the playerselects at least one but potentially a plurality of the selectableindicia or numbers via an input device such as a touch screen. Thegaming device then displays a series of drawn numbers (e.g., which forma symbol combination) and determine an amount of matches, if any,between the player's selected numbers and the gaming device's drawnnumbers. The player is provided an award based on the amount of matches,if any, based on the amount of determined matches and the number ofnumbers drawn.

In one embodiment, in addition to winning credits or other awards in abase or primary game, the gaming device may also give players theopportunity to win credits in a bonus or secondary game or in a bonus orsecondary round. The bonus or secondary game enables the player toobtain a prize or payout in addition to the prize or payout, if any,obtained from the base or primary game. In general, a bonus or secondarygame produces a significantly higher level of player excitement than thebase or primary game because it provides a greater expectation ofwinning than the base or primary game, and is accompanied with moreattractive or unusual features than the base or primary game. In oneembodiment, the bonus or secondary game may be any type of suitablegame, either similar to or completely different from the base or primarygame.

In one embodiment, the triggering event or qualifying condition may be aselected outcome in the primary game or a particular arrangement of oneor more indicia on a display device in the primary game, such as thenumber seven appearing on three adjacent reels along a payline in theprimary slot game embodiment seen in FIGS. 1A and 1B. In otherembodiments, the triggering event or qualifying condition occurs basedon exceeding a certain amount of game play (such as number of games,number of credits, amount of time), or reaching a specified number ofpoints earned during game play.

In another embodiment, the gaming device processor 12 or centralcontroller 56 randomly provides the player one or more plays of one ormore secondary games. In one such embodiment, the gaming device does notprovide any apparent reason to the player for qualifying to play asecondary or bonus game. In this embodiment, qualifying for a bonus gameis not triggered by an event in or based specifically on any of theplays of any primary game. That is, the gaming device may simply qualifya player to play a secondary game without any explanation oralternatively with simple explanations. In another embodiment, thegaming device (or central server) qualifies a player for a secondarygame at least partially based on a game triggered or symbol triggeredevent, such as at least partially based on the play of a primary game.

In one embodiment, the gaming device includes a program which willautomatically begin a bonus round after the player has achieved atriggering event or qualifying condition in the base or primary game. Inanother embodiment, after a player has qualified for a bonus game, theplayer may subsequently enhance his/her bonus game participation throughcontinued play on the base or primary game. Thus, for each bonusqualifying event, such as a bonus symbol, that the player obtains, agiven number of bonus game wagering points or credits may be accumulatedin a “bonus meter” programmed to accrue the bonus wagering credits orentries toward eventual participation in a bonus game. The occurrence ofmultiple such bonus qualifying events in the primary game may result inan arithmetic or exponential increase in the number of bonus wageringcredits awarded. In one embodiment, the player may redeem extra bonuswagering credits during the bonus game to extend play of the bonus game.

In one embodiment, no separate entry fee or buy-in for a bonus game isneeded. That is, a player may not purchase entry into a bonus game;rather they must win or earn entry through play of the primary game,thus encouraging play of the primary game. In another embodiment,qualification of the bonus or secondary game is accomplished through asimple “buy-in” by the player for example, if the player has beenunsuccessful at qualifying through other specified activities. Inanother embodiment, the player must make a separate side-wager on thebonus game or wager a designated amount in the primary game to qualifyfor the secondary game. In this embodiment, the secondary gametriggering event must occur and the side-wager (or designated primarygame wager amount) must have been placed to trigger the secondary game.

In one embodiment, as illustrated in FIG. 2B, one or more of the gamingdevices 10 are in communication with each other and/or at least onecentral controller 56 through a data network or remote communicationlink 58. In this embodiment, the central server, central controller orremote host is any suitable server or computing device which includes atleast one processor and at least one memory or storage device. Indifferent such embodiments, the central server is a progressivecontroller or a processor of one of the gaming devices in the gamingsystem. In these embodiments, the processor of each gaming device isdesigned to transmit and receive events, messages, commands, or anyother suitable data or signal between the individual gaming device andthe central server. The gaming device processor is operable to executesuch communicated events, messages, or commands in conjunction with theoperation of the gaming device. Moreover, the processor of the centralserver is designed to transmit and receive events, messages, commands,or any other suitable data or signal between the central server and eachof the individual gaming devices. The central server processor isoperable to execute such communicated events, messages, or commands inconjunction with the operation of the central server. It should beappreciated that one, more or each of the functions of the centralcontroller, central server or remote host as disclosed herein may beperformed by one or more gaming device processors, it should be furtherappreciated that one, more or each of the functions of one or moregaming device processors as disclosed herein may be performed by thecentral controller, central server or remote host.

In one embodiment, the game outcome provided to the player is determinedby a central server or controller and provided to the player at thegaming device. In this embodiment, each of a plurality of such gamingdevices are in communication with the central server or controller. Upona player initiating game play at one of the gaming devices, theinitiated gaming device communicates a game outcome request to thecentral server or controller.

In one embodiment, the central server or controller receives the gameoutcome request and randomly generates a game outcome for the primarygame based on probability data. In another embodiment, the centralserver or controller randomly generates a game outcome for the secondarygame based on probability data. In another embodiment, the centralserver or controller randomly generates a game outcome for both theprimary game and the secondary game based on probability data. In thisembodiment, the central server or controller is capable of storing andutilizing program code or other data similar to the processor and memorydevice of the gaming device.

in an alternative embodiment, the central server or controller maintainsone or more predetermined pools or sets of predetermined game outcomes.In this embodiment, the central server or controller receives the gameoutcome request and independently selects a predetermined game outcomefrom a set or pool of game outcomes. The central server or controllerflags or marks the selected game outcome as used. Once a game outcome isflagged as used, it is prevented from further selection from the set orpool and cannot be selected by the central controller or server uponanother wager. The provided game outcome can include a primary gameoutcome, a secondary game outcome, primary and secondary game outcomes,or a series of game outcomes such as free games.

The central server or controller communicates the generated or selectedgame outcome to the initiated gaming device. The gaming device receivesthe generated or selected game outcome and provides the game outcome tothe player. In an alternative embodiment, how the generated or selectedgame outcome is to be presented or displayed to the player, such as areel symbol combination of a slot machine or a hand of cards dealt asymbol combination) in a card game, is also determined by the centralserver or controller and communicated to the initiated gaming device tobe presented or displayed to the player. Central production or controlcan assist a gaming establishment or other entity in maintainingappropriate records, controlling gaming, reducing and preventingcheating or electronic or other errors, reducing or eliminating win-lossvolatility, and the like.

In another embodiment, a predetermined game outcome value is determinedfor each of a plurality of linked or networked gaming devices based onthe results of a bingo, keno, or lottery game. In this embodiment, eachindividual gaming device utilizes one or more bingo, keno, or lotterygames to determine the predetermined game outcome value provided to theplayer for the interactive game played at that gaming device. In oneembodiment, the bingo, keno, or lottery game is displayed to the player.In another embodiment, the bingo, keno or lottery game is not displayedto the player, but the results of the bingo, keno, or lottery gamedetermine the predetermined game outcome value for the primary orsecondary game.

in the various bingo embodiments, as each gaming device is enrolled inthe bingo game, such as upon an appropriate wager or engaging an inputdevice, the enrolled gaming device is provided or associated with adifferent bingo card. Each bingo card consists of a matrix or array ofelements, wherein each element is designated with a separate indicia,such as a number. It should be appreciated that each different bingocard includes a different combination of elements. For example, if fourbingo cards are provided to four enrolled gaming devices, the sameelement may be present on all four of the bingo cards while anotherelement may solely be present on one of the bingo cards.

In operation of these embodiments, upon providing or associating adifferent bingo card with each of a plurality of enrolled gamingdevices, the central controller randomly selects or draws, one at atime, a plurality of the elements. As each element is selected, adetermination is made for each gaming device as to whether the selectedelement is present on the bingo card provided, to that enrolled gamingdevice. This determination can be made by the central controller, thegaming device, a combination of the two, or in any other suitablemanner. If the selected element is present on the bingo card provided tothat enrolled gaming device, that selected element on the provided bingocard is marked or flagged. This process of selecting elements andmarking any selected elements on the provided bingo cards continuesuntil one or more predetermined patterns are marked on one or more ofthe provided bingo cards. It should be appreciated that in oneembodiment, the gaming device requires the player to engage a daubbutton (not shown) to initiate the process of the gaming device markingor flagging any selected elements.

After one or more predetermined patterns are marked on one or more ofthe provided bingo cards, a game outcome is determined for each of theenrolled gaming devices based, at least in part, on the selectedelements on the provided bingo cards. As described above, the gameoutcome determined for each gaming device enrolled in the bingo game isutilized by that gaming device to determine the predetermined gameoutcome provided to the player. For example, a first gaming device tohave selected elements marked in a predetermined pattern is provided afirst outcome of win $10 which will be provided to a first playerregardless of how the first player plays in a first game, and a secondgaming device to have selected elements marked in a differentpredetermined pattern is provided a second outcome of win $2 which willbe provided to a second player regardless of how the second player playsa second game. It should be appreciated that as the process of markingselected elements continues until one or more predetermined patterns aremarked, this embodiment ensures that at least one bingo card will winthe bingo game and thus at least one enrolled gaming device will providea predetermined winning game outcome to a player. It should beappreciated that other suitable methods for selecting or determining oneor more predetermined game outcomes may be employed.

In one example of the above-described embodiment, the predetermined gameoutcome may be based on a supplemental award in addition to any awardprovided for winning the bingo game as described above. In thisembodiment, if one or more elements are marked in supplemental patternswithin a designated number of drawn elements, a supplemental orintermittent award or value associated with the marked supplementalpattern is provided to the player as part of the predetermined gameoutcome. For example, if the four corners of a bingo card are markedwithin the first twenty selected elements, a supplemental award of $10is provided to the player as part of the predetermined game outcome. Itshould be appreciated that in this embodiment, the player of a gamingdevice may be provided a supplemental or intermittent award regardlessof whether the enrolled gaming device's provided bingo card wins or doesnot win the bingo game as described above.

In another embodiment, one or more of the gaming devices are incommunication with a central server or controller for monitoringpurposes only. That is, each individual gaming device randomly generatesthe game outcomes to be provided to the player and the central server orcontroller monitors the activities and events occurring on the pluralityof gaming devices. In one embodiment, the gaming network includes areal-time or on-line accounting and gaming information system operablycoupled to the central server or controller. The accounting and gaminginformation system of this embodiment includes a player database forstoring player profiles, a player tracking module for tracking playersand a credit system for providing automated casino transactions.

In one embodiment, the gaming device disclosed herein is associated withor otherwise integrated with one or more player tracking systems. Playertracking systems enable gaming establishments to recognize the value ofcustomer loyalty through identifying frequent customers and rewardingthem for their patronage. In one embodiment, the gaming device and/orplayer tracking system tracks any player's gaming activity at the gamingdevice. In one such embodiment, the gaming device includes at least onecard reader 38 in communication with the processor. In this embodiment,a player is issued a player identification card which has an encodedplayer identification number that uniquely identifies the player. When aplayer inserts their playing tracking card into the card reader to begina gaming session, the card reader reads the player identification numberoff the player tracking card to identify the player. The gaming deviceand/or associated player tracking system timely tracks any suitableinformation or data relating to the identified player's gaming session.Directly or via the central controller, the gaming device processorcommunicates such information to the player tracking system. The gamingdevice and/or associated player tracking system also timely tracks whena player removes their player tracking card when concluding play forthat gaming session. In another embodiment, rather than requiring aplayer to insert a player tracking card, the gaming device utilizes oneor more portable devices carried by a player, such as a cell phone, aradio frequency identification tag or any other suitable wireless deviceto track when a player begins and ends a gaming session. In anotherembodiment, the gaming device utilizes any suitable biometric technologyor ticket technology to track when a player begins and ends a gamingsession.

During one or more gaming sessions, the gaming device and/or playertracking system tracks any suitable information or data, such as anyamounts wagered, average wager amounts, and/or the time at which thesewagers are placed. In different embodiments, for one or more players,the player tracking system includes the player's account number, theplayer's card number, the player's first name, the player's surname, theplayer's preferred name, the player's player tracking ranking, anypromotion status associated with the player's player tracking card, theplayer's address, the player's birthday, the player's anniversary, theplayer's recent gaming sessions, or any other suitable data. In oneembodiment, such tracked information and/or any suitable featureassociated with the player tracking system is displayed on a playertracking display 40. In another embodiment, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed via one or more service windows (not shown) which aredisplayed on the central display device and/or the upper display device.

In one embodiment, a plurality of the gaming devices are capable ofbeing connected together through a data network. In one embodiment, thedata network is a local area network (LAN), in which one or more of thegaming devices are substantially proximate to each other and an on-sitecentral server or controller as in, for example, a gaming establishmentor a portion of a gaming establishment. In another embodiment, the datanetwork is a wide area network (WAN) in which one or more of the gamingdevices are in communication with at least one off-site central serveror controller. In this embodiment, the plurality of gaming devices maybe located in a different part of the gaming establishment or within adifferent gaming establishment than the off-site central server orcontroller. Thus, the WAN may include an off-site central server orcontroller and an off-site gaming device located within gamingestablishments in the same geographic area, such as a city or state. TheWAN gaming system may be substantially identical to the LAN gamingsystem described above, although the number of gaming devices in eachsystem may vary relative to one another.

In another embodiment, the data network is an internet or intranet. Inthis embodiment, the operation of the gaming device can be viewed at thegaming device with at least one internet browser. In this embodiment,operation of the gaming device and accumulation of credits may beaccomplished with only a connection to the central server or controller(the internet/intranet server) through a conventional phone or otherdata transmission line, digital subscriber line (DSL), T-1 line, coaxialcable, fiber optic cable, or other suitable connection. In thisembodiment, players may access an internet game page from any locationwhere an internet connection and computer or other interact facilitatoris available. The expansion in the number of computers and number andspeed of internet connections in recent years increases opportunitiesfor players to play from an ever-increasing number of remote sites. Itshould be appreciated that the enhanced bandwidth of digital wirelesscommunications may render such technology suitable for some or allcommunications, particularly if such communications are encrypted.Higher data transmission speeds may be useful for enhancing thesophistication and response of the display and interaction with theplayer.

As mentioned above, in one embodiment, the present disclosure may beemployed in a server-based gaming system. In one such embodiment, asdescribed above, one or more gaming devices are in communication with acentral server or controller. The central server or controller may beany suitable server or computing device which includes at least oneprocessor and a memory or storage device. In alternative embodiments,the central server is a progressive controller or another gaming machinein the gaming system. In one embodiment, the memory device of thecentral server stores different game programs and instructions,executable by a gaming device processor, to control the gaming device.Each executable game program represents a different game or type of gamewhich may be played on one or more of the gaming devices in the gamingsystem. Such different games may include the same or substantially thesame game play with different pay tables. In different embodiments, theexecutable game program is for a primary game, a secondary game or both.In another embodiment, the game program may be executable as a secondarygame to be played simultaneous with the play of a primary game (whichmay be downloaded to or fixed on the gaming device) or vice versa.

In this embodiment, each gaming device at least includes one or moredisplay devices and/or one or more input devices for interaction withplayer. A local processor, such as the above-described gaming deviceprocessor or a processor of a local server, is operable with the displaydevice(s) and/or the input device(s) of one or more of the gamingdevices.

In operation, the central controller is operable to communicate one ormore of the stored game programs to at least one local processor. Indifferent embodiments, the stored game programs are communicated ordelivered by embedding the communicated game program in a device or acomponent (e.g., a microchip to be inserted in a gaming device), writingthe game program on a disc or other media, or downloading or streamingthe game program over a dedicated data network, internet, or a telephoneline. After the stored game programs are communicated from the centralserver, the local processor executes the communicated program tofacilitate play of the communicated program by a player through thedisplay device(s) and/or input device(s) of the gaming device. That is,when a game program is communicated to a local processor, the localprocessor changes the game or type of game played at the gaming device.

In another embodiment, a plurality of gaming devices at one or moregaming sites may be networked to the central server in a progressiveconfiguration, as known in the art, wherein a portion of each wager toinitiate a base or primary game may be allocated to one or moreprogressive awards. In one embodiment, a progressive gaming system hostsite computer is coupled to a plurality of the central servers at avariety of mutually remote gaming sites for providing a multi-sitelinked progressive automated gaming system. In one embodiment, aprogressive gaming system host site computer may serve gaming devicesdistributed throughout a number of properties at different geographicallocations including, for example, different locations within a city ordifferent cities within a state.

In one embodiment, the progressive gaming system host site computer ismaintained for the overall operation and control of the progressivegaming system. In this embodiment, a progressive gaming system host sitecomputer oversees the entire progressive gaming system and is the masterfor computing all progressive jackpots. All participating gaming sitesreport to, and receive information from, the progressive gaming systemhost site computer. Each central server computer is responsible for alldata communication between the gaming device hardware and software andthe progressive gaming system host site computer. In one embodiment, anindividual gaming machine may trigger a progressive award win. Inanother embodiment, a central server (or the progressive gaming systemhost site computer) determines when a progressive award win istriggered. In another embodiment, an individual gaming machine and acentral controller (or progressive gaming system host site computer)work in conjunction with each other to determine when a progressive winis triggered, for example through an individual gaming machine meeting apredetermined requirement established by the central controller.

In one embodiment, a progressive award win is triggered based on one ormore game play events, such as a symbol-driven trigger. In otherembodiments, the progressive award triggering event, or qualifyingcondition may be achieved by exceeding a certain amount of game play(such as number of games, number of credits, or amount of time), orreaching a specified number of points earned during game play. Inanother embodiment, a gaming device is randomly or apparently randomlyselected to provide a player of that gaming device one or moreprogressive awards. In one such embodiment, the gaming device does notprovide any apparent reasons to the player for winning a progressiveaward, wherein winning the progressive award is not triggered by anevent in or based specifically on any of the plays of any primary game.That is, a player is provided a progressive award without anyexplanation or alternatively with simple explanations. In anotherembodiment, a player is provided a progressive award at least partiallybased on a game triggered or symbol triggered event, such as at leastpartially based on the play of a primary game.

In one embodiment, one or more of the progressive awards are each fundedvia a side bet or side wager. In this embodiment, a player must place orwager a side bet to be eligible to win the progressive award associatedwith the side bet. In one embodiment, the player must place the maximumbet and the side bet to be eligible to win one of the progressiveawards. In another embodiment, if the player places or wagers therequired side bet, the player may wager at any credit amount during theprimary game (i.e., the player need not place the maximum bet and theside bet to be eligible to win one of the progressive awards). In onesuch embodiment, the greater the player's wager (in addition to theplaced side bet), the greater the odds or probability that the playerwill win one of the progressive awards. It should be appreciated thatone or more of the progressive awards may each be funded, at least inpart, based on the wagers placed on the primary games of the gamingmachines in the gaming system, via a gaming establishment or via anysuitable manner.

In another embodiment, one or more of the progressive awards arepartially funded via a side-bet or side-wager which the player may make(and which may be tracked via a side-bet meter). In one embodiment, oneor more of the progressive awards are funded with only side-bets orside-wagers placed. In another embodiment, one or more of theprogressive awards are funded based on player's wagers as describedabove as well as any side-bets or side-wagers placed.

In one alternative embodiment, a minimum wager level is required for agaming device to qualify to be selected to obtain one of the progressiveawards. In one embodiment, this minimum wager level is the maximum wagerlevel for the primary game in the gaming machine. In another embodiment,no minimum wager level is required for a gaming machine to qualify to beselected to obtain one of the progressive awards.

In another embodiment, a plurality of players at a plurality of linkedgaming devices in a gaming system participate in a group gamingenvironment. In one embodiment, a plurality of players at a plurality oflinked gaming devices work in conjunction with one another, such as byplaying together as a team or group, to win one or more awards. In onesuch embodiment, any award won by the group is shared, either equally orbased on any suitable criteria, amongst the different players of thegroup. In another embodiment, a plurality of players at a plurality oflinked gaming devices compete against one another for one or moreawards. In one such embodiment, a plurality of players at a plurality oflinked gaming devices participate in a gaming tournament for one or moreawards. In another embodiment, a plurality of players at a plurality oflinked gaming devices play for one or more awards wherein an outcomegenerated by one gaming device affects the outcomes generated by one ormore linked gaming devices.

Competition and Wagering Game

In one embodiment, the disclosed gaming system and method provide acompetition game that operates concurrently with a wagering game. In oneembodiment, the competition game includes a turn-based video game whichenables a player to compete against an opponent, such as any suitablecomputer opponent, gaming system controlled opponent, or another one ofthe players playing at one of the gaming devices in the gaming system.Different generated symbol combinations for the wagering game representdifferent game events, actions or sequences for the competition game.The symbols or symbol combinations generated in the wager game determinewhich game events, actions or sequences the gaming system displays forthe competition game.

In one embodiment, the gaming system determines the game events, actionsor sequences and the result of the competition game based on theconcurrent operated wagering game. That is, for the wagering game, thegaming system randomly generates one symbol combination for the playerand randomly generates one symbol combination for the opponent. Based onthe randomly generated symbol combinations, the gaming system determinesone of the plurality of game events, actions or sequences for thecompetition game. The gaming system determines a result or outcome ofthe competition game between the player and the opponent based on suchgame events, actions or sequences.

In one embodiment, the disclosed gaming system and method sequentiallydisplays: (i) at least one game event associated with the randomlygenerated symbol combination for the player, and (ii) at least one gameevent associated with the randomly generated symbol combination for theopponent. That is, the gaming system displays the competition game eventresulting from the player's turn before displaying the competition gameevent resulting from the opponent's turn, or vice versa.

In another embodiment, the disclosed gaming system and method randomlygenerates one symbol combination for each wager placed by the player foreach play of the wagering game. In this embodiment, the gaming systemenables the player to place at least one or more wagers within adesignated period of time. The gaming system generates one or moresymbol combinations within the designated period of time. The gamingsystem also generates one or more symbol combinations for the opponentwithin the designated period of time. Once the period of time expires,the gaming system processes the results of each of the randomlygenerated symbol combinations for the player and the results of each ofthe randomly generated symbol combinations for the opponent. In oneembodiment, the gaming system displays the competition game eventsresulting from the player's turn before displaying the competition gameevents resulting from the opponent's turn, or vice versa.

In one embodiment, the gaming system generates one or more symbolcombinations for the player and one or more symbol combinations for theopponent within a designated period of time. In one such embodiment, theplayer and the opponent race to cause as many symbol combinations to berandomly generated as possible in the designated period of time. Thegaming system processes and displays the results of each of the randomlygenerated symbol combinations for the player and/or the opponent inreal-time or substantially real-time (e.g., as such symbol combinationsoccur or are randomly generated).

Referring now to FIG. 3, a flowchart of an example process 100 for agaming system or a gaming device to concurrently operate a competitiongame and a wagering game is illustrated. In one embodiment, the process100 is embodied in one or more software programs stored in one or morememories and executed by one or more processors or controllers. Althoughthe process 100 is described with reference to the flowchart illustratedin FIG. 3, it should be appreciated that many other methods ofperforming the acts associated with process 100 may be used. Forexample, the order of certain of the blocks described may be changed, orcertain of the blocks described may be optional.

As indicated by block 102 of FIG. 3, one of the gaming devices in thegaming system displays a competition game on the display device. In oneembodiment, the competition game is a turn-based video game whichincludes a plurality of possible rounds for the player. As describedbelow, the player advances from one round to another round by winning aseries of competitions against a designated opponent, wherein eachcompetition includes a play of the wagering game that results in arandomly determined symbol combination for the player and a randomlydetermined symbol combination for the opponent.

As indicated by block 104, the gaming system causes the display deviceto display a player eligibility meter which graphically indicates theplayer's eligibility remaining for the competition game. As indicated byblock 106, the gaming system causes the display device to display anopponent eligibility meter which graphically indicates the opponent'seligibility remaining for the competition game. In one embodiment, thegaming system displays the player eligibility meter and/or the opponenteligibility meter as a graphical representation of numerical values(e.g., life units) which indicate the player's eligibility and/or theopponent's eligibility remaining for the competition game. As describedbelow, the player eligibility meter determines how long the player hasuntil losing an opportunity to win an award. The opponent eligibilitymeter determines how long the player has until winning the award.

As described below, different game events for the competition game causeincreases or decreases to the player eligibility meter, the opponenteligibility meter, or both. If the player eligibility meter decreases tozero, the player becomes ineligible for the competition game and thecompetition game ends for the player. However, if the opponenteligibility meter decreases to zero, the player defeats that round andthe gaming system enables the player to advance to a subsequent round.

As indicated by block 108, the gaming system causes the display deviceto display a wagering game for the player and the opponent. The gamingsystem enables the player to place a wager, as indicated by block 110,for the wagering game. In one embodiment, the wager is funded from thecredit display or credit meter associated with the gaming device beingplayed by the player as described above. In one embodiment, the wager isfunded from a paytable of an associated primary or base game (e.g., as abonus game). In another embodiment, the wager is funded separate fromthe credit display or credit meter, such as via a side wager. In oneembodiment, the player eligibility meter is linked to but not directlyassociated with the player's wager. For example, the player eligibilitymeter is based on coin-in while the player's wager for the wagering gameis funded from the credit meter. In one embodiment, the playereligibility meter is linked to and directly associated with the player'swager for the wagering game. For example, the player eligibility meterfunds the player's wager such that for each wager in the wagering gameplaced by the player, the gaming system decreases the player eligibilitymeter based on the wager placed by the player. In this example, theamount or size of the decrease is linked to, or directly associatedwith, the amount or size of the wager.

After receiving the wager, the gaming system randomly generates at leastone symbol or symbol combination for the player, as indicated by block112. The gaming system also randomly generates at least one symbol orsymbol combination for the opponent, as indicated by block 114. Forexample, in a poker game, the gaming system enables the player to wagera designated number of credits on each of a number of poker hands andgenerates at least one symbol or symbol combination for each poker handwagered on by the player. In another example, for a slot game, thegaming system enables the player to wager a designated number of creditson each of a number of paylines and generates at least one symbol orsymbol combination for each payline wagered on by the player. In oneembodiment, the gaming system generates the same number of symbols orsymbol combinations for the player and the opponent. In anotherembodiment, the gaming system generates a first number of symbols orsymbol combinations for the player and generates a second, differentnumber of symbols or symbol combinations thr the opponent.

Based on the randomly generated symbol combination for the player, thegaming system determines whether to provide the player an award, such asa credit value, a progressive award or any other suitable award. If therandomly generated symbol combination corresponds to a designatedwinning symbol combination, the gaming system determines to provide theplayer the award. Accordingly, a first function of the randomlygenerated symbol combination is to determine whether or not the playerhas won an award.

As indicated by block 116, the gaming system determines whether toincrease, decrease or maintain the player eligibility meter, theopponent eligibility meter or both. This determination is based on atleast one of the randomly generated symbol combination for the playerand the randomly generated symbol combination for the opponent. In oneembodiment, the gaming system associates at least one game event, actionor sequence with each of a plurality of symbol combinations. If adesignated one of the symbol combinations is randomly generated in thewagering game, the gaming system displays the associated game event,action or sequence for the competition game. Accordingly, a secondfunction of the randomly generated symbol combination(s) is to determinea game event, action or sequence for the competition game.

In one embodiment, the gaming system determines whether to increase,decrease or maintain either the player eligibility meter or the opponenteligibility meter and subsequently determines whether to increase,decrease or maintain the player eligibility meter and the opponenteligibility meter. For example, the gaming system can randomly generatea symbol combination for the player (to determine whether to increase,decrease or maintain the opponent eligibility meter) without randomlygenerating a symbol combination for the opponent (e.g., if the opponenteligibility meter decreases to zero as a result of the randomlygenerated symbol combination for the player). By providing separatedeterminations for the player eligibility meter and the opponenteligibility meter, the gaming system implementer can increase theflexibility and game play of the competition game.

As indicated by block 118, the gaming system displays at least one gameevent for the competition game. The displayed game event eitherincreases, decreases or maintains the player eligibility meter and/orthe opponent eligibility meter depending on the symbols or symbolcombinations randomly generated for the player and/or for the opponent.For example, if the gaming system randomly generates a first symbolcombination in the wagering game for the player, the gaming systemdisplays a first game event (e.g., an opponent eligibility meterdecrease event) for the player in the competition game. An opponenteligibility meter decrease event (e.g., a hit) decreases the opponenteligibility meter, which is a positive outcome for the player. However,if the gaming system randomly generates a second, different symbolcombination in the wagering game for the opponent, the gaming systemdisplays a second, different game event (e.g., a player eligibilitymeter decrease event) for the opponent in the competition game. A playereligibility meter decrease event (e.g., a hit event) decreases theplayer eligibility meter, which is a negative outcome for the player.Other possible events include, but are not limited to: (i) a neutralevent which does not change the player eligibility, (ii) a neutral eventwhich does not change the opponent eligibility meter, (iii) playereligibility meter decrease modifier event (e.g., a defend event) whichmodifies the amount the player eligibility meter decreases if theopponent obtains a player eligibility meter decrease event (e.g., a hitevent) to decrease the player eligibility meter, (iv) a playereligibility meter increase event (e.g., a heal event) which increasesthe player eligibility meter, and (v) an opponent eligibility meterincrease event (e.g., a heal event) which increases the opponenteligibility meter.

The randomly generated symbols or symbol combinations for the player andthe randomly generated symbols or symbol combinations for the opponentdetermine which type of competition game event will occur, and theamount at which that event occurs. For example, if the gaming systemrandomly generates a first designated symbol combination in the wageringgame for the player, the gaming system displays an opponent eligibilitymeter decrease event which decreases the opponent eligibility meter by afirst amount or quantity. Continuing with this example, if the gamingsystem randomly generates a second designated symbol combination in thewagering game for the opponent, the gaming system displays a playereligibility meter decrease event which decreases the player eligibilitymeter by a second, different amount or quantity.

It should be appreciated that the gaming system can associate any numberof the symbols or symbol combinations in the wagering game with anynumber of the above-described game events. For example, one symbolcombination is associated with a player eligibility meter decrease eventmodifier (e.g., a defend event) while a plurality of symbol combinationsare associated with an opponent eligibility meter decrease event (e.g.,a hit event). By adjusting or varying the number of symbols or symbolcombinations associated with each particular type of competition gameevent, the gaming system implementer can control the probabilities ofsuch competition game events. It should be appreciated that fordifferent rounds, or at different points in time during the competitiongame, the gaming system can adjust or change the probabilities ofgenerating such competition game events, the symbols or symbolcombinations associated with such competition game events, thegeneration of such symbols or symbol combinations, and any paytableassociated with such symbols or symbol combinations for the wageringgame and/or the competition game.

In one embodiment, the gaming system implementer can increase thedifficulty of one or more of the rounds by adjusting or changing theprobabilities of generating such competition game events, the symbols orsymbol combinations associated with such competition game events and thegeneration of such symbols or symbol combinations. For example, a firstround is associated with a first difficulty level while a second,subsequent round is associated with a second, higher difficulty level.

It should also be appreciated that certain designated symbols or symbolcombinations in the wagering game and/or that certain designated gameevents in the competition game can be available for the player while notbeing available for the opponent, or vice versa. For example, a playereligibility meter decrease modifier event (e.g., a defend event) ishighly advantageous to the player because this event modifies the amountby which the player eligibility meter decreases if the opponent obtainsa player eligibility meter decrease event. Due to this advantage, in oneembodiment, the player eligibility meter decrease modifier event is onlyavailable to the player and a similar competition game event is notavailable to the player's opponent.

The gaming system monitors the player eligibility meter and the opponenteligibility meter throughout the competition game. If either eligibilitymeter decreases to zero, the competition between the player and theopponent ends. The gaming system determines whether the player or theopponent wins the competition game based on any changes to the playereligibility meter and/or the opponent eligibility meter. Such changesoccur through one or more iterations of the process indicated by blocks104 to 118. That is, for each wager placed by the player, the gamingsystem displays the player eligibility meter, displays the opponenteligibility meter, generates a symbol or symbol combination for theplayer, generates a symbol or symbol combination for the opponent, anddisplays one or more game events resulting in an increase, a decrease orno change to the player eligibility meter and/or the opponenteligibility meter.

As indicated by block 120 of FIG. 3, the gaming system determines if theopponent wins the competition. The opponent wins the competition if theplayer eligibility meter decreases to zero. If the player eligibilitymeter decreases to zero, the player becomes ineligible for thecompetition game. In this instance, the gaming system ends thecompetition game, as indicated by block 122. If the opponent does notwin the competition, the gaming system determines if the player wins thecompetition, as indicated, by block 124. The player wins the competitiongame if the opponent eligibility meter decreases to zero. If the playerwins the competition game, as indicated by block 126, the gaming systemprovides an award to the player. In one embodiment, the award includes,but is not limited to, a credit value, a progressive award, a physicalaward (e.g., a car), a theme, a different paytable (e.g., one with ahigher payback percentage), a bonus game, a bonus triggering event, aquantity of points (to determine a player's ranking), adjustedprobabilities of generating designated symbols or symbol combinations(e.g., higher), a set of graphics, a sound, a set of sounds, a video, aset of videos, any combination of these awards, or any other suitableaward.

In one embodiment, the award includes an upgraded competition gamefeature. In one such embodiment, the upgraded competition game featureincludes any suitable modification of one or more characteristicsrelated to any one of the game events which result from the symbol orsymbol combinations randomly generated for the player in future plays ofthe wagering game. For example, one upgraded competition game featureincludes a multiplier or modifier which increases the amount by whichthe opponent eligibility meter decreases for certain competition gameevents (e.g., hit events) resulting from the symbol or symbolcombinations randomly generated for the player in future plays of thewagering game. In this example, a first competition game event isassociated with a first range of values (e.g., from five to twenty lifeunits) and a modified first competition game event is associated with amodified first range of values (e.g., ten to thirty life units). Anotherupgraded competition game includes a multiplier or modifier whichdecreases the amount by which the player eligibility meter decreases(e.g., defend events) for certain competition game events resulting fromthe symbol or symbol combinations randomly generated for the player'sopponent in future plays of the wagering game.

In one embodiment, if the player wins the competition game (or wins adesignated round of the competition game, such as a final round), thegaming system enables the player to access certain awards or othersuitable features or benefits previously unavailable to the player. Indifferent embodiments, the features or benefits includes, but are notlimited to, a theme, a different paytable (e.g., a different paybackpercentage, different award probabilities and/or different awards), agraphic, a sound, a video, a set of graphics, sounds and/or videos(e.g., animations), a designated opponent, or any suitable combinationof these elements. For example, the gaming system enables (or otherwiseactivates) a first theme in association with a first play (e.g., a firstround) of the competition game and disables or otherwise deactivates) asecond theme and a third theme for the first play of the competitiongame. In this example, if the player wins the first play (or round) ofthe competition game, the gaming system enables the second theme (whichwas previously unavailable to the player) for a second or subsequentplay of the competition game.

In one embodiment, the gaming system associates a plurality of awards,features or benefits with the competition game. In one such embodiment,at a first point in time, a first one of the awards, features orbenefits is available to the player and a second one of the awards,features or benefits is unavailable to the player. At a second point intime, such as after a designated event (e.g., the player winning around,such as the final round), the gaming system causes the first and secondfeatures or benefits to be available to the player in a subsequent playof the competition game.

In one embodiment, the gaming system determines which award, feature orbenefit to make available to the player based on player input orselection. For example, the gaming system displays a list of awards,features or benefits which were previously unavailable to the player andenables the player to select one or more of the features or benefitsfrom the displayed list to make available to the player. In differentembodiments, the determination of which feature or benefit is madeavailable to the player is randomly determined, predetermined,determined based on the player's player tracking status (as determinedthrough a suitable player tracking system), determined based on a wager,determined based on time, or determined based on another suitablemethod.

In one embodiment, the gaming system stores or otherwise accounts forwhich features or benefits are available to each player playing at oneor more gaming devices in the gaming system. In one such embodiment, thegaming system cooperates with a suitable player tracking system to storeor otherwise account for which features or benefits are available toeach player in association with a player tracking card or playertracking account. In one embodiment, the features or benefits availableto each player expire after a designated amount of time (e.g., one day,one week, or one month) or after a designated amount of inactivity bythe player (e.g., not playing at one of the gaming devices in the gamingsystem for a designated period of time, such as one day, one month orone year).

After the gaming system provides the player the award, the gaming systemprompts the player to continue the competition game, as indicated byblock 128. If the player does not want to continue, the gaming systemenables the player to cash out and ends the competition game, asindicated by block 134. However, if the player chooses to continue thecompetition game, the gaming system enables the player to competeagainst another opponent. As indicated by block 130, the gaming systemselects a new opponent for the player to compete against in a subsequentround of the competition game.

If neither the player nor the opponent wins the competition, the gamingsystem prompts the player to continue the competition game, as indicatedby block 132. If the player chooses to continue the competition game,the gaming system displays the player eligibility meter and the opponenteligibility meter and enables the player to place another wager foranother play of the wagering game. If the player does not want tocontinue, the gaming system enables the player to cash out and ends thecompetition game, as indicated by block 134.

In one embodiment, after the gaming system determines whether toincrease, decrease or maintain the player eligibility meter, the gamingsystem determines whether to increase a bonus triggering event progressmeter based on the randomly generated symbol combinations for the playerand the opponent. In one embodiment, if the gaming system decreases theplayer eligibility meter, the gaming system increases the bonustriggering event progress meter, as indicated by block 136. In thisembodiment, the gaming system modifies the bonus triggering eventprogress relative to the player eligibility meter. For example, when thegaming system decreases the player eligibility meter, the gaming systemincreases the bonus triggering event progress meter. In one embodiment,the bonus triggering event progress meter increases until the bonustriggering event occurs (regardless of whether one or more players playat the gaming device to cause the bonus event to occur). In analternative embodiment, the gaming system modifies the bonus triggeringevent progress meter in an inversely proportional relationship to theplayer eligibility meter. In one such embodiment, the gaming systemincreases the bonus triggering event progress meter when the gamingsystem decreases the player eligibility meter, and the gaming systemdecreases the bonus triggering event progress meter when the gamingsystem increases the player eligibility meter.

After the gaming system determines to increase the bonus triggeringevent progress meter, the gaming system determines an amount of theincrease. In one embodiment, the amount that the gaming system increasesthe bonus triggering event progress meter is based on the amount thatthe player eligibility meter decreases. For example, if the playereligibility meter decreases by five units or percentage points, thebonus triggering event progress meter increases by five units orpercentage points. That is, regardless of whether the player wins orloses for any particular competition (e.g., a play of the wageringgame), each play of the wagering game benefits the player because thegaming system enables the player to progress toward the bonus event inthe competition game.

In another embodiment, the bonus triggering event progress meterincreases based on the amount that the player eligibility meter isdecreased and based on the amount that the opponent eligibility meter isdecreased. For example, if the player eligibility meter decreases byfive percent, and the opponent eligibility meter decreases by fivepercent, the bonus triggering event progress meter increases by tenpercent.

As indicated by block 138, the gaming system determines whether theplayer qualifies for a bonus event. The gaming system enables the playerto qualify for a bonus event if the bonus triggering event progressmeter in the competition game reaches a designated value or threshold.When the bonus triggering event progress meter reaches the designatedvalue or threshold, the bonus triggering event occurs and the gamingsystem provides a bonus award to the player, as indicated by block 140.

In one embodiment, if the bonus triggering event progress meter reachesthe designated value or threshold, the bonus event provides the playerwith at least one additional randomly generated symbol combination whichresults in at least one additional competition game event for theplayer. In one embodiment, the bonus event provides the player a freeplay of the wagering game (or a modified version of the wagering game)which results in a free turn for the competition game. In thisembodiment, when the player qualifies for the bonus event, the gamingsystem does not randomly generate a symbol or symbol combination for theopponent, and thus, does not display a competition game event for theopponent. Because the gaming system provides the player with an extra orfree turn in the competition game, the bonus event provides the playeran advantage over the opponent.

In one embodiment, if the bonus triggering event progress meterincreases to the designated value, the bonus triggering event occurs. Inanother embodiment, once the bonus triggering event progress meterincreases to the designated value, the gaming device enables the playerto selectively activate or trigger the occurrence of the bonustriggering event. Upon the occurrence of the bonus triggering event, thegaming system displays the bonus event to the player. In one embodiment,the bonus event provides the player with at least one additional symbolgenerator, additional symbol and/or additional paylines for the wageringgame. In one such embodiment, the bonus event includes a modifiedwagering game that randomly generates at least one additional symbolcombination for the player. In this embodiment, the modified wageringgame includes at least one symbol combination which was not previouslyavailable for the wagering game. For example, if the wagering game is aslot game, the gaming system displays three reels and nine paylines(e.g. 3×3) which randomly generate symbol combinations for the playerand the opponent. In this example, the gaming system displays the bonusevent as a modified slot game having additional reels and paylines(e.g., 3×5). The additional reels and paylines increase the player'schance to decrease the opponent eligibility meter (which, in turn,increases the player's chance of winning the competition against theopponent). In another example, for a poker game, if the wagering gameincludes a plurality of five card poker hands, the bonus event includesa plurality of seven or eight card poker hands to increase the player'schances of obtaining a symbol combination that will result in a positivecompetition game event.

In one embodiment, at least one symbol combination associated with thewagering game has a higher probability of occurring during the bonusevent. This higher probability increases the player's chance of winningthe competition game against the opponent.

In another embodiment, at least one symbol combination generated duringthe bonus event results in a modified competition game event. Forexample, in the bonus event, a designated symbol combination results inan opponent eligibility meter decrease event (e.g., a hit event) thatdecreases the opponent eligibility meter to zero. In this example,regardless of whether the opponent has 100 life units or 500 life unitsremaining in the opponent eligibility meter, the bonus event enables theplayer to defeat the opponent in one turn of the competition game.

Referring now to FIG. 4, a timeline 150 of an example competition gameis illustrated. In this example, the competition game includes adesignated number of rounds (e.g., four) including a final round. Eachround of the competition game is associated with a different opponent.For each round, the player and the opponent engage in a series ofcompetitions (e.g., plays of the wagering game). For each competition,the gaming system randomly generates any symbol combination for theplayer, randomly generates one symbol combination for the opponent, anddisplays a competition game event resulting from a comparison of thegenerated symbol combination for the player and the generated symbolcombination for the opponent.

At a first point in time 152, the gaming system starts a first round.The first round is associated with a first opponent. The first opponentis associated with a first opponent eligibility meter having a firstvalue (e.g., a first number of life units). The player is associatedwith a player eligibility meter having an initial value (e.g., adesignated number of life units). In one embodiment, the playereligibility meter resets to the initial value after each successfulround. That is, if the player advances to a second round, the playereligibility meter resets to the initial value for the second round. Inanother embodiment, the gaming system does not reset the playereligibility meter for successful completion of each round. At a firstperiod of time 154, the gaming system conducts a series of competitions.The series includes one or more competitions. Each competition includesone play of the wagering game and its corresponding result in thecompetition game.

Referring now to FIG. 5, a timeline 160 showing a series of competitionsfor one round of the competition game. Timeline 160 begins at the samepoint in time 152 as timeline 150 illustrated in FIG. 4. For timeline160 illustrated in FIG. 5, points in time 162, 164 and 166 correspond tothe series of competitions illustrated at the first period of time 154of timeline 150. Points in time 162 and 164 represent examplecompetitions in the series. That is, for each competition, the gamingsystem randomly generates one symbol combination for the player and onesymbol combination for the opponent. The gaming system also displays acompetition game event resulting from the randomly generated symbolcombination for the player and a competition game event resulting fromthe randomly generated symbol combination for the opponent. In thisembodiment, each randomly generated symbol combination (for either theplayer or the opponent) is associated with an action (e.g., whether thegaming system decreases the opponent eligibility meter) and an amount ofchange resulting from that action. For example, if the player obtains anopponent eligibility meter decrease event (e.g., a hit event) whichdecreases the first opponent eligibility meter by a designated amount oflife units (e.g., by 8 life units or by 8%), the gaming system displaysthe hit event to decrease the first opponent eligibility meter by 8 lifeunits or 8%.

In one embodiment, the gaming system compares the symbol combinationrandomly generated for the player with the symbol combination randomlygenerated for the opponent. Based on the comparison, in this embodiment,the gaming system determines a competition game event resulting from therandomly generated symbol combinations. For example, one competitionresults in the player obtaining a player eligibility meter decreasemodifier event (e.g., a defend event) which modifies the amount theplayer eligibility meter decreases if the opponent obtains a playereligibility meter decrease event (e.g., a hit event). In this example,the competition also results in the opponent obtaining a playereligibility meter decrease event (e.g., a hit event) which decreases theplayer eligibility meter by twenty life units. Based on the comparison,the gaming system modifies the amount the player eligibility meterdecreases because the player's player eligibility meter decreasemodifier event mitigates the opponent's player eligibility meterdecrease event (e.g., a hit event). For example, instead of decreasingthe player eligibility meter by twenty life units, the gaming systemdecreases the player eligibility meter by one life unit because theplayer obtained the player eligibility meter decrease modifier event.

At the end of each competition, the gaming system determines whether anychanges occurred to the player eligibility meter and/or the opponenteligibility meter. The gaming system graphically indicates these changeson the display device, such as, through one or more animated gameevents, actions or sequences. For example, the gaming system displays ananimation event, action or sequence which shows the opponent strikingthe player and the player defending the hit or strike. Such animationresults in the player eligibility meter being reduced from the initialvalue to the initial value minus one life unit to account for theplayer's defend event (which in this example reduced the effect of theopponent's hit event). In this example, the animation results in thedisplay of the opponent eligibility meter with the initial value becausethe defend event did not modify the opponent eligibility meter.

For each competition, as illustrated at point in time 166, the gamingsystem determines whether the player qualifies for a bonus event. Asdescribed above with respect to block 138 of FIG. 3, the gaming systemenables the player to qualify for a bonus event if the bonus triggeringevent progress meter in the competition game reaches a designated valueor threshold. If the bonus triggering event progress meter reaches thedesignated value or threshold, the bonus triggering event occurs, asdescribed above with respect to block 140 of FIG. 3. In one embodiment,the gaming system provides a bonus award to the player. In anotherembodiment, the gaming system enables the player to selectively causethe gaming system to provide the bonus award.

At point in time 168 illustrated in FIGS. 4 and 5, the series ofcompetitions ends. The series of competitions ends when: (i) the playerquits the competition game and cashes out, (ii) the player eligibilitymeter decreases to zero life units remaining from the initial value, or(iii) the opponent eligibility meter decreases to zero life units. Ifthe opponent eligibility meter decreases to zero, the player advances toa subsequent round.

At the point in time 168, the player defeated the first opponent andadvanced to a second round. For defeating the first opponent, the gamingsystem causes a first upgraded competition game feature to be providedto the player. After providing the player the first upgraded competitiongame feature, the gaming system starts the second round. The secondround is associated with a second opponent. In one embodiment, thesecond opponent is different from the first opponent and is associatedwith an opponent eligibility meter having a different value (e.g., asecond, different number of life units) than the opponent eligibilitymeter associated with the first opponent. In one embodiment, the playereligibility meter is reset to the initial value for each round. In oneembodiment, the player eligibility meter is reset to the initial valueafter a plurality of rounds. In one embodiment, the player eligibilitymeter is reset to the initial value for each round except a final round.In another embodiment, the player eligibility meter is not reset to itsinitial value for one or more rounds.

At point in time 164, the gaming system conducts a series ofcompetitions. The series includes one or more competitions and continuesuntil: (i) the player quits the competition game and cashes out, (ii)the player eligibility meter decreases to zero life units remaining fromthe initial value, or (iii) the opponent eligibility meter decreases tozero life units remaining from the second value. If the opponenteligibility meter decreases to zero, the player advances to a subsequentround.

The competition game operates substantially the same at fifth, sixth,seventh, and eighth points in time 152, 168, 172 and 176 as describedabove with respect to points in time 162 and 164. It should beappreciated that at the points in time 174 and 176, the player defeateda third opponent to advance to a final round. The final round operatesin substantially the same manner as the first, second, and third rounds.For the final round, the gaming system conducts a series ofcompetitions. The series includes one or more competitions and continuesuntil: (i) the player quits the competition game and cashes out, (ii)the player eligibility meter decreases to zero life units remaining fromthe initial value, or (iii) the opponent eligibility meter decreases tozero life units. If the opponent eligibility meter decreases to zero,the player has defeated the competition game and the competition gameends.

In one embodiment, the gaming system provides an award to the player. Inthis embodiment, the award differs from the upgraded competition gamefeatures won by the player for defeating earlier rounds. Unlike theupgraded competition game features of earlier rounds, the award is acredit value, a progressive award, a physical prize, such as a car ormotorcycle, or any other suitable prize. It should be appreciated thatthe gaming system can provide the player an award in addition to, or inlieu of, the upgraded competition game features for defeating any one ormore of the rounds of the competition game.

If the player defeats the competition game, in one embodiment, thegaming system causes the display device of the gaming device beingplayed by the player to display any suitable statistics achieved by theplayer throughout the competition game. For example, the gaming systemdisplays player statistics, such as a number of upgraded competitiongame features achieved, a number of rounds cleared or advanced, or anumber of life units remaining. In another embodiment, the gaming systemdisplays such statistics when the player cashes out, or after the playereligibility meter reduces to zero.

In one embodiment, the gaming system converts the player statistics intoa score which can be compared amongst other players. For example, thegaming system scores each player who plays the competition game based onthe statistics achieved during the competition game. In this embodiment,the gaming system ranks a plurality of players relative to one anotherbased on the scores achieved by those players in the competition game.In one embodiment, the gaming system displays a ranking list and/orscores at one of the gaming devices or on a common display deviceassociated with a plurality of gaming devices.

In one embodiment, the gaming system associates at least one differentcharacteristic with each one of the different opponents. For example,the opponent in the first round has a lower amount of eligibility thanthe opponent in the second round. Accordingly, the opponent in the firstround is affected more by opponent eligibility meter decrease eventsfrom the player than the opponent in the second round. In anotherexample, the opponent in the third round is associated with higherprobabilities for designated game events than the opponent in the firstround. That is, the opponent in the third round has an increasedprobability to obtain certain designated game events, such as playereligibility meter decrease events. Accordingly, the opponent in thethird round would obtain hit events to decrease the player eligibilitymeter more often than the opponent in the first round. In anotherexample, the opponent in the final round is associated with higheramounts for designated game events than any other of the other opponentsin the other rounds. That is, the player eligibility meter decreaseevents result in a larger decrease of the player eligibility meter.

Referring now to FIG. 6, at least one display device 16 or 18 of onegaming device is illustrated in accordance with one embodiment of thedisclosed gaming system. As described above, the gaming device includesat least one display device 16 or 18 and a credit display or creditmeter 20. It should be appreciated that the display device 16 or 18illustrates one example of a game play screen for one embodiment of theconcurrent competitive and wagering games described herein. For ease ofillustration, the relevant game information for the games is shown onone display device 16 or 18 of one of the gaming machines 10. Inalternative embodiments, the relevant game information for the game isdivided between different areas of the gamin machine 10 or the displaydevices 16 and 18.

In one embodiment, after appropriate funding of the gaming device, thedisplay device 16 displays a competition game 200 concurrently with awagering game 216. The competition game 200 enables the player tocompete against one opponent in each of a plurality of rounds. Thedisplay device 16 displays a player eligibility meter 202 associatedwith the player for the competition game. The player eligibility meter202 includes a plurality of units 204. The display device 16 alsodisplays an opponent eligibility meter 206 associated with the opponentfor the competition game. The opponent eligibility meter 206 includes aplurality of life units 208.

In the embodiment illustrated in FIG. 6, the player eligibility meter202 and the opponent eligibility meter 206 both indicate values ofone-hundred percent. In this embodiment, the player eligibility meter202 includes one-hundred life units and the opponent eligibility meter206 includes ten life units. This embodiment is representative of thebeginning of a first round of the competition game 200 where the creditmeter 20 shows that the player has inserted two-hundred credits into thegaming device. In another embodiment (not shown), the player eligibilitymeter 202 indicates a value of fifty-percent and the opponenteligibility meter 206 indicates a value of one-hundred percent. In thisembodiment, the player eligibility meter 202 includes fifty life unitsand the opponent eligibility meter 206 includes one-hundred life units.This embodiment is representative of the beginning of a final round ofthe competition game 200, where the player eligibility meter is notreset at the beginning of each round and the player eligibility meter202 has decreased after competing against a number of opponents.

The display device 16 also displays a competition game action sequencearea 210 where a graphical representation of the player 212 competesagainst a graphical representation of the opponent 214. For example, acomputer-generated character representing the player competes against acomputer-generated character representing the opponent. The competitiongame action sequence area 210 indicates at least one game event, actionor sequence between the graphical representation of the player 212 andthe graphical representation of the opponent 214. It should beappreciated that the display device 16 displays the game events,actions, sequences or animations for the competition game in thecompetition game action sequence area 210.

The display device 16 displays a wagering or primary game for the player216. The wagering or primary game 216 randomly generates at least onesymbol or symbol combination 218 for the player. The display device 16also displays a wagering or primary game for the opponent 220. Thewagering or primary game 220 randomly generates at least one symbol orsymbol combination 222 for the opponent. As illustrated in FIG. 6, thewagering or primary games 216 and 220 randomly generate one or moresuitable primary game symbols 224 and 226 (e.g., reel symbols, cards, orbingo elements) which form the randomly generated symbol combinations218 and 222 (e.g., reel symbol combinations, poker hands or bingooutcomes).

The display device 16 also displays a player bonus triggering eventprogress meter 228 which indicates the player's progress towardtriggering a bonus event. As illustrated in FIG. 6, the bonus triggeringevent occurs if the player bonus triggering event progress meter 228increments from an initial value, such as zero percent, to a designatedvalue, such as one-hundred percent. In this embodiment, the bonustriggering event progress meter 228 increments relative to anydecrements of the player eligibility meter 202. In one embodiment, thebonus triggering event progress meter 228 continues to increment foreach round until the bonus triggering event occurs.

Referring now to FIG. 7, a flowchart of an example process 250 for agaming system or a gaming device to concurrently operate a competitiongame and a wagering game is illustrated. In one embodiment, the process250 is embodied in one or more software programs stored in one or morememories and executed by one or more processors or controllers. Althoughthe process 250 is described with reference to the flowchart illustratedin FIG. 7, it should be appreciated that many other methods ofperforming the acts associated with process 200 may be used. Forexample, the order of certain of the blocks described may be changed, orcertain of the blocks described may be optional.

The process 250 starts at block 252. As indicated by block 252, thegaming system receives a designated wager from one of the players at oneof the gaming devices in the gaming system. The credit meter of thegaming device displays the amount of credits available to be wagered bythe player. As indicated by blocks 254 and 256, the gaming devicedisplays a player eligibility meter and an opponent eligibility meterassociated with the competition game. As described above, theseeligibility meters graphically represent the player's eligibility andthe opponent's eligibility for the competition game. In one embodiment,each of the player eligibility meter and the opponent eligibility meterinitially start at one-hundred percent.

In one embodiment, the gaming device associates a designated number oflife units with the player eligibility meter and/or the opponenteligibility meter. In one such embodiment, the number of life unitsassociated with the player eligibility meter and/or the opponenteligibility meter is graphically indicated as a percentage. In oneexample, the player eligibility meter indicates one-hundred percent, andeach life unit equals one-half percent of the player eligibility meter.In this example, if the opponent obtains a hit event that decreases theplayer eligibility meter by ten life points (based on the randomlygenerated symbol in the wagering game for the opponent), the gamingdevice indicates the player eligibility meter decreased by five percent(e.g., 1 life points per ½ percent).

In one embodiment, the number of life units associated with the playereligibility meter and/or the opponent eligibility meter is based on theround of the competition game. For example, for a first round, thegaming device associates a first number of life units with the opponenteligibility meter and for a second, subsequent round, the gaming deviceassociates a second, higher number of life units with the opponenteligibility meter. Referring now to the embodiment illustrated in FIG.9, look-up table 310 illustrates that different opponents are associatedwith different predetermined amounts of life units. As illustrated inFIG. 8, a first one of the opponents (e.g., Boss #1) is associated withten life units while a second one of the opponent (e.g., Boss #10) isassociated with 100 life units.

In another embodiment, the number of life units associated with theplayer eligibility meter and/or the opponent eligibility meter israndomly determined. For example, the gaming device randomly picks thenumber of life points associated with the player eligibility meter froma designated range. One example range is one-hundred life points tofive-hundred life points. Based on this example range, the gaming devicerandomly selects one life point value between one-hundred andfive-hundred from the range to associate with the player eligibilitymeter. In one embodiment, certain groups (e.g., 100 to 200 or 450 to500) or specific values (e.g., 340 or 407) of life points are weightedmore heavily than others so that those groups or values are selectedmore often.

In one embodiment, the gaming device determines the number of life unitsassociated with the player eligibility meter based on the player'scoin-in or amount wagered (e.g., a placed wager). In this embodiment,the look-up table 300 illustrated in FIG. 8 associates a designatedpercentage of the player eligibility meter with each individual lifeunit. In one embodiment, the gaming system converts the coin-in insertedby the player (or the amount wagered by the player) into life unitsbased on look-up table 300. Table 300 is based on a conversion factor ofone dollar of coin-in for one life unit. For example, based on table300, the gaming device displays a player eligibility meter having 500life units if the player of that gaming device inserts $500 of coin-in.It should be appreciated that the gaming system implementer could setthe conversion factor to be greater or less than one dollar of coin-infor one life unit. For example, based on a different conversion factor(e.g., one penny of coin-in for one life unit), the gaming deviceprovides a player who inserts $10 of coin-in with 100 life units. Inthis example, the percent of the player eligibility meter represented byeach life unit is one percent.

In different embodiments, the conversion factor and/or the number oflife units associated with the player eligibility meter is randomlydetermined, predetermined, determined based on the player's playertracking status (as determined through a suitable player trackingsystem), determined based on a wager, determined based on time, ordetermined based on another suitable method.

In one embodiment, the gaming device converts any credits stored in thecredit meter 20 into life units based on table 300 (with the same or adifferent conversion factor). In this embodiment, wagers placed by theplayer for the wagering game decrease the player eligibility meter by adesignated amount of life units. Any awards obtained by the playerincrease the player eligibility meter by a designated amount (inaddition to heal events). In this embodiment, if a player wishes to cashout, the gaming device converts any remaining life units into credits.For example, if the conversion rate is one dollar for each life unit andthe player has fifty life units remaining, the gaming device enables theplayer to cash out fifty dollars.

Referring now to FIGS. 7 and 10A, the gaming device generates a symbolcombination for the player, as indicated by block 258. Chart 320illustrated in FIG. 10A shows a plurality of competition game events inaccordance with one embodiment of the disclosed gaming device. Eachcompetition game event is associated with a range of values (e.g.,percentages or life units), which represent an amount of change for theplayer eligibility meter. Referencing chart 320, if a neutral eventresults from the symbol combination randomly generated for the player inthe wagering game, the opponent eligibility meter reflects no change. Ifan opponent eligibility meter decrease event (e.g., a hit event) resultsfrom the symbol combination randomly generated for the player in thewagering game, the opponent eligibility meter reflects a change between1% and 100%. That is, the opponent eligibility meter decreases by 1%(e.g., at a minimum hit value) to 100% (e.g., at a maximum hit value).As described above, in one embodiment, the gaming device converts eachpercentage of the opponent eligibility meter into a number of lifeunits. Based on a conversion rate of one life unit per one percent ofthe opponent eligibility meter, the opponent eligibility meter decreasesbetween 1 life unit and 100 life units.

Referring now to FIG. 10B, chart 340 is illustrated which includes aplurality of competition game events in accordance with one embodimentof the disclosed gaming device. Each competition game event isassociated with a symbol combination generated from the wagering game.Chart 340 illustrates a plurality of interactions between randomlygenerated symbol combinations of the player and the opponent for thewagering game and the affect these generated symbol combinations have onthe competition game.

In one embodiment, the competition game is associated with one or morepaytables which associate a plurality of competition game events with anamount of change for the player eligibility meter (or the opponenteligibility meter). In one such embodiment, a first paytable associatesa first competition game event (e.g., a hit event) with a first amountof change for the player eligibility meter (e.g., 5 life units or 5%)and a second, different paytable associates the first competition gameevent (e.g., the hit event) with a second, different amount of changefor the player eligibility meter (e.g., 6 life units or 6%). In one suchembodiment, the first paytable and the second paytable have differentconversion rates between the life units and the percentages of theplayer eligibility meter (or the opponent eligibility meter).

In one embodiment, the gaming system determines a ranking hierarchybetween the competition game events and determines the results of thecompetition game based on such ranking hierarchy. For example, anopponent eligibility meter decrease event (e.g., a hit event) rankshigher relative to a player eligibility meter decrease event (e.g., ahit event). The player eligibility meter decrease event (e.g., a hitevent) ranks higher relative to a player eligibility meter increaseevent (e.g., a heal event). The player eligibility meter increase event(e.g., a heal event) is ranked higher relative to a player eligibilitymeter decrease modifier event (e.g., a defend event). The playereligibility meter decrease modifier event (e.g., a defend event) isranked higher than a neutral event or non-winning symbol combination.

In one embodiment, as illustrated by chart 340 of FIG. 10B, if anon-winning symbol combination results from the generated symbolcombination for the opponent and a hit event (e.g., an opponenteligibility meter decrease event) results from the generated symbolcombination for the player, the gaming system decreases the opponenteligibility meter. As further illustrated by chart 340, if a non-winningsymbol combination results from the generated symbol combination for theopponent and a heal event (e.g., a player eligibility meter increaseevent) results from the generated symbol combination for the player, thegaming system increases the player eligibility meter.

In one embodiment, the gaming system independently and individuallydetermines: (i) a wagering game outcome (e.g., an award) based on eachgenerated symbol combination for the player (or for the opponent) in thewagering game, and (ii) a competition game outcome (e.g., an animatedsequence such as a hit event, heal event or defend event) based on eachgenerated symbol combination for the player (or for the opponent) in thewagering game. In another embodiment, the gaming system determines a netresult of the symbol combination randomly generated for the player inthe wagering game and the symbol combination randomly generated for theopponent in the wagering game. For example, if the symbol combinationrandomly generated for the player in the wagering game decreases theopponent eligibility meter by seven percent and if the symbolcombination randomly generated for the opponent in the wagering gamedecreases the player eligibility meter by twelve percent, the gamingsystem causes the player eligibility meter to decrease by five percent(e.g., twelve percent minus seven percent).

As indicated by block 26U, if the generated symbol combinationcorresponds to a player eligibility meter decrease modifier event (e.g.,a defend event), the gaming device generates a symbol combination forthe opponent as indicated by block 278.

As indicated by block 262, if the generated symbol combinationcorresponds to a player eligibility meter increase event (e.g., a healevent), the gaming device causes an award to be provided to the playerbased on the generated symbol combination, as indicated, by block 264.After causing the award to be provided, the gaming device generates asymbol combination for the opponent as indicated by block 278.

As indicated by block 266, if the generated symbol combinationcorresponds to an opponent eligibility meter decrease event (e.g., a hitevent), the gaming device causes an award to be provided to the playerbased on the generated symbol combination, as indicated by block 265.After causing the award to be provided, the gaming device determineswhether the player defeated the opponent as indicated by block 268. Ifthe player has defeated the opponent, the gaming device provides a bonusaward to the player. In one embodiment, the bonus award including abonus game, a credit award, a progressive award, an upgrade for thecompetition game or any other suitable award.

After providing the player the bonus award, the gaming device promptsthe player to continue the competition game, as indicated by block 272.If the player does not want to continue, the gaming device enables theplayer to cash out and ends the competition game, as indicated by block274. If the player chooses to continue the competition game, the gamingdevice enables the player to compete against another opponent. Asindicated by block 276, the gaming device selects a new opponent for theplayer to compete against in a subsequent round of the competition game.

Referring back to block 268 in FIG. 7 and FIG. 10A, if the player didnot defeat the opponent, the gaming device generates a symbolcombination for the opponent, as indicated by block 278. Chart 330illustrated in FIG. 10A includes a plurality of competition game eventsin accordance with one embodiment of the disclosed gaming device. Eachcompetition game event is associated with a range of values (e.g.,percentages or life units), which represent an amount of change for theplayer eligibility meter and/or the opponent eligibility meter.Referencing chart 330, if a neutral event results from the symbolcombination randomly generated for the opponent in the wagering game,the player eligibility meter reflects no change. As indicated by chart330 of FIG. 10A and block 280 of FIG. 7, if a player eligibility meterdecrease event (e.g., a hit event) results from the symbol combinationrandomly generated for the opponent in the wagering game, the playereligibility meter reflects a change between 1% and 100%. That is, theplayer eligibility meter decreases by 1% (e.g., at a minimum hit value)to 100% (e.g., at a maximum hit value). As described above, in oneembodiment, the gaming device converts each percentage of the playereligibility meter into a number of life units. Based on a conversionrate of one life unit per one percent of the player eligibility meter,the player eligibility meter decreases between 1 life unit and 100 lifeunits.

After decreasing the player eligibility meter, the gaming devicedetermines whether the opponent defeated the player, as indicated byblock 284. If the opponent did not defeat the player (i.e., the playereligibility meter is not zero), the gaming device prompts the player tocontinue the competition game, as indicated by block 272. If the playerdoes not want to continue, the gaming device enables the player to cashout and ends the competition game, as indicated by block 274. If theplayer chooses to continue the competition game, the process 250continues to block 254 without selecting a new opponent as indicated byblock 276.

As indicated by block 282, if an opponent eligibility meter increaseevent (e.g., a heal event) results from the symbol combination randomlygenerated for the player in the wagering game, the opponent eligibilitymeter increases between 10% and 100%.

As indicated by block 286, the gaming device increases the bonustriggering event progress meter based on the generated symbolcombinations as indicated by block 258 for the player and by block 278for the opponent. In one embodiment, an decrease to the playereligibility meter resulting from the generated symbol combinations asindicated by block 258 for the player and by block 278 for the opponentwill increase the bonus triggering event progress meter. Afterincreasing the bonus triggering event progress meter, the gaming devicedetermines whether the bonus triggering event progress meter is full asindicated by block 288. If the bonus triggering event progress meter isnot full, the gaming device determines whether the opponent defeated theplayer, as indicated by block 284.

If the bonus triggering event progress meter is full (i.e., reached adesignated value), as indicated by block 290, the bonus triggering eventoccurs, and the gaming device triggers a bonus event. In one embodiment,the bonus event generates a bonus symbol combination for the player withat least one additional symbol generator, at least one additional symboland/or at least one additional paylines. In one embodiment, the gamingdevice enables the player to selectively activate the bonus triggeringevent so that the player can selectively utilize the bonus event at theplayer's discretion. In one embodiment, if the player defeats theopponent with the bonus symbol combination, the gaming device enablesthe player to refill the bonus triggering event progress meter as aresult of the generated bonus symbol combination (i.e., to re-triggerthe bonus event).

In one embodiment, the gaming system individually determines each of thecompetition game events and individually displays the results of suchcompetition game events (e.g., as such events occur). For example, ifthe player obtains an opponent eligibility meter decrease event (e.g., ahit event) that is associated with a designated amount of life points(e.g., 5 life points or 5%), the gaming system displays the hit event(e.g., through an animated event or sequence) and the opponenteligibility meter decreases by the designated amount associated withthat hit event (e.g., 5 life units or 5%). In this embodiment, this endsthe player's turn. If the opponent eligibility meter equals zero, theopponent forfeits his turn. If the opponent eligibility meter is greaterthan zero, the opponent takes his turn. For the opponent's turn, if theopponent obtains a player eligibility meter decrease event a hit event)that is associated with a designated amount of life points (e.g., 10life points or 10%), the gaming system displays the hit event (e.g.,through an animated event or sequence) and the player eligibility meterdecreases by the designated amount (e.g., 10 life units or 1.0%).

In one embodiment, the gaming system processes the randomly generatedsymbol or symbol combination for the player independent of the randomlygenerated symbol or symbol combination for the opponent. As describedabove, if the gaming system randomly generates the first symbolcombination in the wagering game for the player and randomly generatesthe second symbol combination in the wagering game for the opponent, thegaming system displays the first game event for the player and thesecond game event for the opponent. In this embodiment, the gamingsystem displays the first game event which decreases the opponenteligibility meter and subsequently displays the second game event whichdecreases the player eligibility meter. That is, the gaming systemindependently processes the game events for the player and the opponentwhich result from the randomly generated symbol combinations from thewagering game.

In another embodiment, the gaming system processes the randomlygenerated symbol or symbol combination for the player together with therandomly generated symbol or symbol combination for the opponent. Thatis, if the gaming system randomly generates the first symbol combinationin the wagering game for the player and randomly generates the secondsymbol combination in the wagering game for the opponent, the gamingsystem compares the randomly generated first symbol combination with therandomly generated second symbol combination to determine the game eventfor the player and/or the game event for the opponent in the competitiongame. For example, in this embodiment, the gaming system displays thefirst game event which decreases the opponent eligibility meter andsubsequently displays the second game event which decreases the playereligibility meter. That is, the gaming system independently processesthe game events for the player and the opponent which result from therandomly generated symbol combinations from the wagering game.

In one embodiment, the gaming system sequentially displays: (i) at leastone game event associated with the randomly generated symbol combinationfor the player, and (ii) at least one game event associated with therandomly generated symbol combination for the opponent. That is, thegaming system displays the competition game event resulting from theplayer's turn before displaying the competition game event resultingfrom the opponent's turn, or vice versa.

Referring now to FIGS. 11 and 12A to 12E, one round of the competitiongame is described in accordance with one embodiment of the disclosedgaming system. FIG. 11 illustrates a timeline 350 showing a plurality ofevents which occur during the competition game in accordance with oneembodiment of the disclosed gaming system. FIGS. 12A to 12E illustratefront plan views of one gaming device in accordance with the pluralityof events of timeline 350 of FIG. 11. As seen in FIGS. 12A to 12E, thedisplay device 16 or 18 displays an informational area 230 and a messagearea 232 to indicate the results of the wagering game and/or thecompetition game to the player for illustrative and informationalpurposes. In one embodiment, the display device 16 or 18 does notdisplay the informational area 230 and/or the message area 232 to theplayer.

Timeline 350 indicates that the competition game starts at an initialpoint of time 352. At this point in time, as illustrated in FIG. 12A,the player eligibility meter 202 and the opponent eligibility meterindicate one-hundred percent. The player bonus triggering event progressmeter indicates zero percent. The credit meter 20 indicates that theplayer has two-hundred credits.

In one embodiment, the competition game starts after the player places awager, such as a side-wager or a wager of a designated minimum amount.In another embodiment, the competition game starts concurrently with awagering game, wherein the gaming device enables the player to place awager for each play of the wagering game. In one embodiment, thecompetition game is funded from a paytable associated with a primary orbase game. In another embodiment, the competition game starts as a bonusgame after a designated triggering event. In one embodiment, thedesignated triggering event may be a selected outcome in a primary gameor a particular arrangement of one or more indicia on a display devicein the primary game, such as the number seven appearing on threeadjacent reels along a payline in the primary game embodiment seen inFIGS. 1A and 1B. In other embodiments, the designated triggering eventoccurs based on exceeding a certain amount of game play (such as numberof games, number of credits, amount of time), or reaching a specifiednumber of points earned during game play.

In one embodiment, the gaming system determines which players canparticipate in the competition game. In one such embodiment, the centralcontroller of the gaming system tracks all active gaming devices and thewagers placed at those gaming devices. Each gaming device defines itsstate as either active or inactive and also defines the wagers or wageramounts placed at that gaming device. In one embodiment, active statusmeans that the gaming device is being actively played by a player andenrolled/inactive status means that the gaming device is not beingactively played by a player. The active status requirements can be basedon any suitable number of satisfied criteria or defined in any suitablemanner by the implementer of the gaming system. In one such embodiment,upon the occurrences of the designated triggering event, the gamingsystem causes the wagering game and/or the competition game to bedisplayed at the active gaming devices.

At a second point in time 354 along timeline 350 of FIG. 11, the gamingdevice displays a first competition between the player and the opponent.For the first competition, the gaming device randomly generates at leastone symbol combination for the player in the wagering game and randomlygenerates at least one symbol combination for the opponent in thewagering game. It should be appreciated that the player can wager on oneor more paylines and that the gaming device evaluates the symbolcombination indicated by each payline wagered on by the player in thewagering game. For example, if the player wagers on nine paylines, thegaming system randomly generates a plurality of symbol combinations forthe player in the wagering game and evaluates each symbol combination(e.g., nine symbol combinations) indicated by each payline wagered on bythe player.

In one embodiment, the gaming device evaluates the same number of symbolcombinations for the player and for the opponent. For example, if theplayer wagers on three paylines, the gaming system evaluates threesymbol combinations for the player and three symbol combinations for theopponent in the wagering game. In another embodiment, the gaming systemevaluates different numbers of symbol combinations for the player andfor the opponent to adjust the difficulty of the competition game. Inone such embodiment, to provide the player with an advantage over theopponent (e.g., to decrease the round difficulty for that opponent), thegaming system evaluates three symbol combinations for the player and onesymbol combination for the opponent.

In one embodiment, the symbol evaluation for the wagering game occursfor each wagered on payline. For example, if the player wagers on threepaylines, the gaming system evaluates three separate symbol combinationsto generate an outcome for each competition. In one embodiment, thegaming system causes the game action sequence area 210 to display thegraphical representation of the player (or opponent) performing the gameaction associated with each randomly generated symbol combinationindicated by each payline wagered on by the player. In the aboveexample, if the player wagered on three paylines and obtained symbolcombinations associated with a first hit event, a heal event and asecond hit event for the competition game, the gaming system causes thegame action sequence area 210 to display the graphical representation ofthe player performing these game actions before the opponent's turn. Inanother embodiment, the gaming system causes the game action sequencearea 210 to display the graphical representation of the playerperforming a first one of the game actions associated with one of therandomly generated symbol combinations (e.g., a player's turn) and thegraphical representation of the opponent performing a first one of thegame actions associated with one of the randomly generated symbolcombinations (e.g., the opponent's turn) before displaying the graphicalrepresentations of the player and opponent performing a second one ofthe game actions.

For illustrative purposes, the embodiment illustrated in FIGS. 12A to12E shows the player wagering on one payline the middle payline). Forthe wagered on payline, the gaming system randomly generates a symbolcombination for the player in the wagering game and evaluates the symbolcombination indicated by the payline wagered on by the player. Thegaming system also randomly generates a plurality of symbol combinationsfor the opponent in the wagering game and evaluates one of the symbolcombinations (e.g., the symbol combination indicated by the middlepayline).

As illustrated in FIG. 12A, the gaming device generated a symbolcombination 218. The generated symbol combination 218 results inanon-winning combination for the wagering game 216 and corresponds to aneutral event for the competition game 200. Based on the generatedsymbol combination 218, the gaming device displays no change to theplayer eligibility meter 202 or the bonus triggering event progressmeter 228. The display device displays an event, action or sequencecorresponding to the neutral event in the game action sequence area 210.For example, the game action sequence area 210 displays the graphicalrepresentation of the player attempting to strike the graphicalrepresentation of the opponent, but missing. This ends the player's turnfor the competition game.

In the first competition, the gaming device also generated a symbolcombination 222. The generated symbol combination 222 results in anon-winning combination for the opponent and corresponds to a neutralevent for the competition game 200. Based on the generated symbolcombination 222, the gaming device displays no change to the opponenteligibility meter 206 or the bonus triggering event progress meter 228.This ends the opponent's turn for the competition game 200. In theembodiment illustrated in FIG. 12A, the message area 232 displays anaudio, a visual or an audio/visual message indicating a message orinstructions to the player. An example of such message or instructionincludes any suitable message or instruction, such as “GOOD LUCK!” or“PLACE A WAGER TO BEGIN PLAYING!”

At a third point in time 356 along timeline 350 of FIG. 11, the gamingdevice displays a second competition between the player and theopponent. For the second competition, the gaming device randomlygenerates a symbol combination for the player in the wagering game andrandomly generates a symbol combination for the opponent in the wageringgame. As illustrated in FIG. 12B, the player wagered one credit (e.g.,one credit for one payline) for the second competition. The credit meter20 indicates that the player has one-hundred-ninety-nine credits. In thesecond competition, the gaming device generated a symbol combination218. The generated symbol combination 218 results in a non-winningcombination for the wagering game 216 and corresponds to a neutral eventfor the competition game 200. Based on the generated symbol combination218, the gaming device displays no change to either the playereligibility meter 202 or the opponent eligibility meter 206. The displaydevice displays an event, action or sequence corresponding to theneutral event in the game action sequence area 210. This ends theplayer's turn for the competition game 200.

In the second competition, the gaming device also generated a symbolcombination 222. The generated symbol combination 222 results in adesignated symbol combination (e.g., A-A-A) for the opponent andcorresponds to a player eligibility meter decrease event (e.g., a hitevent) for the competition game 200. Based on the generated symbolcombination 222, the gaming device displays the player eligibility meter202 decreased by five percent. The display device displays an event,action or sequence corresponding to the player eligibility meterdecrease event (e.g., a hit event) in the game action sequence area 210.This ends the opponent's turn for the competition game 200. The playereligibility meter indicates ninety-five percent after being decreasedduring the opponent's turn by the opponent's player eligibility meterdecrease event. The opponent eligibility meter indicates one-hundredpercent and did not change. The player bonus triggering event progressmeter 228 increased, to five percent based on the player eligibilitymeter 202 decreasing by five percent. In this embodiment, the playerbonus triggering event progress meter 228 changes relative to anydecreases to the player eligibility meter 202. In the embodimentillustrated in FIG. 12B, the message area 232 displays an audio, avisual or an audio/visual message indicating a message or instructionsto the player. An example of such message or instruction includes anysuitable message or instruction, such as “YOU ATTACKED YOUR OPPONENT BUTMISSED! YOUR OPPONENT HIT YOU FOR A LOSS OF 5%. YOUR BONUS TRIGGERINGEVENT PROGRESS METER HAS INCREASED TO 5%!”

At a fourth point in time 358 along timeline 350 of FIG. 11, the gamingdevice displays a third competition between the player and the opponent.For the third competition, the gaming device randomly generates a symbolcombination for the player in the wagering game and randomly generates asymbol combination for the opponent in the wagering game. As illustratedin FIG. 12C, the player wagered one credit (e.g., one credit for onepayline) for the third competition. The credit meter 20 indicates thatthe player has one-hundred-ninety-eight credits. For the thirdcompetition, the gaming device generated a symbol combination 218. Thesymbol combination 218 results in a designated symbol combination (e.g.,B-B-B) for the wagering game 216 and corresponds to a player eligibilitymeter decrease modifier event (e.g., a defend event) for the competitiongame 200. In one embodiment, the gaming device causes an award to beprovided to the player for the player eligibility meter decreasemodifier event (e.g., a defend event). Based on the generated symbolcombination 218, the gaming device displays no change to either theplayer eligibility meter 202 or the opponent eligibility meter 206. Thedisplay device displays an event, action or sequence corresponding tothe player eligibility meter decrease modifier event (e.g., a defendevent) in the game action sequence area 210. In one embodiment, sincethe player's turn is before the opponent's turn, the gaming devicetreats the player eligibility meter decrease modifier event (e.g., adefend event) as a neutral event because the opponent has yet to take aturn. In another embodiment, the gaming device enables the player to usethe player eligibility meter decrease modifier event (e.g., a defendevent) to lessen the effect of the opponent's next turn. This ends theplayer's turn for the competition game 200.

In the third competition, the gaming device also generated a symbolcombination 222. The generated symbol combination 222 results in adesignated symbol combination (e.g., C-C-C) for the opponent andcorresponds to a player eligibility meter decrease event (e.g., a hitevent) for the competition game 200. Based on a comparison of thegenerated symbol combination 218 and the generated symbol combination222, the player eligibility meter 202 decreases by one percent. Asillustrated in FIG. 12C, the player eligibility meter decrease modifierevent (e.g., a defend event) lessens the effect of the playereligibility meter decrease event (e.g., a hit event) has on the playereligibility meter 202. In this instance, the player eligibility meterdecrease modifier event a defend event) trumps the player eligibilitymeter decrease event (e.g., a hit event) and the player eligibilitymeter 202 decreases by one percent instead of forty-five percent. Thedisplay device displays an event, action or sequence corresponding tothe player eligibility meter decrease modifier event (e.g., a defendevent) and the player eligibility meter decrease event (e.g., a hitevent) player eligibility meter decrease event (e.g., a hit event) inthe game action sequence area 210. For example, the game action sequencearea 210 displays the graphical representation of the opponent strikingthe graphical representation of the player while attempting to block orshield, the strike. This ends the opponent's turn for the competitiongame 200. The player eligibility meter indicates ninety-four percentafter being decreased during the opponent's turn by the opponent'splayer eligibility meter decrease event (with lessened effect). Theopponent eligibility meter indicates one-hundred percent and did notchange. The player bonus triggering event progress meter 228 increasedfrom five percent to forty-five percent. As illustrated, the bonustriggering event progress meter 228 increased by forty percent due tothe amount of the player eligibility meter decrease event (e.g., a hitevent) obtained during the opponent's turn for the competition game 200.In the embodiment illustrated in FIG. 12C, the message area 232 displaysan audio, a visual or an audio/visual message indicating a message orinstructions to the player. An example of such message or instructionincludes any suitable message or instruction, such as “YOUR OPPONENT HITYOU FOR A LOSS OF 40%. HOWEVER, YOU PARTIALLY DEFENDED YOUR OPPONENT'SHIT! YOUR HAVE LOST 1%. YOUR BONUS TRIGGERING EVENT PROGRESS METER HASINCREASED 45%!”

At a fifth point in time 360 along timeline 350 of FIG. 11, the gamingdevice displays a fourth competition between the player and theopponent. For the fourth competition, the gaming device randomlygenerates a symbol combination for the player in the wagering game andrandomly generates a symbol combination for the opponent in the wageringgame. As illustrated in FIG. 12D, the player wagered one credit (e.g.,one credit for one payline) for the fourth competition. The credit meter20 indicates that the player has two-hundred-twenty-two credits (e.g.,one-hundred-ninety-eight credits minus one credit and plus twenty-fivecredits). In the fourth competition, the gaming device generated asymbol combination 218. The symbol combination 218 results in adesignated symbol combination (e.g., D-D-D) for the wagering game 216and corresponds to an opponent eligibility meter decrease event (e.g., ahit event) for the competition game 200. As illustrated, the gamingdevice causes an award of twenty-five credits to be provided to theplayer for the opponent eligibility meter decrease event (e.g., a hitevent). Based on the generated symbol combination 218, the gaming devicedisplays the opponent eligibility meter 206 decreased by ten percent toninety percent. The display device displays an event, action or sequencecorresponding to the opponent eligibility meter decrease event (e.g., ahit event) in the game action sequence area 210. For example, the gameaction sequence area 210 displays the graphical representation of theplayer striking the graphical representation of the opponent. This endsthe player's turn for the competition game 200.

In the fourth competition, the gaming device also generated a symbolcombination 222. The generated symbol combination 222 results in adesignated symbol combination (e.g., E-E-E) for the opponent andcorresponds to a player eligibility meter decrease event (e.g., a hitevent) for the competition game 200. Based on the generated symbolcombination 222, the gaming device decreases the player eligibilitymeter 202 by seven percent. The display device displays an event, actionor sequence corresponding to the player eligibility meter decrease event(e.g., a hit event) in the game action sequence area 210. For example,the game action sequence area 210 displays the graphical representationof the opponent striking the graphical representation of the player.This ends the opponent's turn for the competition game 200. The gamingdevice decreased the player eligibility meter by seven percent toeighty-seven percent and decreased the opponent eligibility meter by tenpercent to ninety percent. The gaming device increased the player bonustriggering event progress meter 228 by seventeen percent to sixty-twopercent. As illustrated, the bonus triggering event progress meter 228increased by seventeen percent by summing the amounts (e.g., numericalvalues) of the opponent eligibility meter decrease event (e.g., a hitevent) obtained during the player's turn for the competition game 200and the player eligibility meter decrease event (e.g., a hit event)obtained during the opponent's turn for the competition game 200. In theembodiment illustrated in FIG. 12D, the message area 232 displays anaudio, a visual or an audio/visual message indicating a message orinstructions to the player. An example of such message or instructionincludes any suitable message or instruction, such as “YOU HIT YOUROPPONENT FOR A LOSS OF 10%. YOU HAVE WON 25 CREDITS! YOUR OPPONENT HITYOU FOR A LOSS OF 7%. YOUR BONUS TRIGGERING EVENT PROGRESS METER HASINCREASED TO 62%!”

At a sixth point in time 362 along timeline 350 of FIG. 11, the gamingdevice displays a fifth competition between the player and the opponent.For the fifth competition, the gaming device randomly generates a symbolcombination for the player in the wagering game and randomly generates asymbol combination for the opponent in the wagering game. As illustratedin FIG. 12E, the player wagered one credit (e.g., one credit for onepayline) for the fifth competition. The credit meter 20 indicates thatthe player has two-hundred-sixty-six credits two-hundred-twenty-twocredits minus one credit and plus forty-five credits). For the fifthcompetition, the gaming device generated a symbol combination 218. Thesymbol combination 218 results in a designated symbol combination (e.g.,F-F-F) for the wagering game 216 and corresponds to a player eligibilitymeter increase event (e.g., a heal event) for the competition game 200.As illustrated, the gaming device causes an award of forty-one creditsto be provided to the player for the player eligibility meter increaseevent (e.g., a heal event). Based on the generated symbol combination218, the gaming device displays the opponent eligibility meter 206decreased by ten percent to ninety percent. The display device displaysan event, action or sequence corresponding to the player eligibilitymeter increase event (e.g., a heal event) in the game action sequencearea 210. For example, the game action sequence area 210 displays thegraphical representation of the player drinking potion to restore aportion or all of the player eligibility meter. This ends the player'sturn for the competition game 200.

In one embodiment, the gaming device limits any restoration of health oreligibility to one-hundred percent. For example, if the playereligibility meter indicates ninety percent and the player obtains a healevent that increases the player eligibility by fifteen percent, thegaming device limits or caps the player eligibility meter at one-hundredpercent. In another embodiment, the gaming device accounts for anyrestoration of health or eligibility exceeding one-hundred percent bysaving or banking such health or eligibility for a subsequentcompetition game and/or a competition game event. For example, if theplayer eligibility meter indicates ninety percent and the player obtainsa heal event that increases the player eligibility by fifteen percent,the gaming device displays the player eligibility meter at one-hundredpercent while banking or saving the remaining five percent. In thisexample, the gaming device and/or the gaming system treats the playereligibility meter as being equal to one-hundred-five percent for thecompetition game though the gaming device only displays the playereligibility meter at one-hundred percent.

For the fifth competition, the gaming device also generated a symbolcombination 222. The generated symbol combination 222 results in adesignated symbol combination (e.g., (G-G-G) for the opponent andcorresponds to a player eligibility meter decrease event (e.g., a hitevent) for the competition game 200. Based on the generated symbolcombination 222, the player eligibility meter 202 decreases by fifteenpercent. The display device displays an event, action or sequencecorresponding to the player eligibility meter decrease event (e.g., ahit event) in the game action sequence area 210. For example, the gameaction sequence area 210 displays the graphical representation of theopponent striking the graphical representation of the player. This endsthe opponent's turn for the competition game 200. The player eligibilitymeter increased by five percent to ninety-two percent and the opponenteligibility meter remains at ninety percent. The player bonus triggeringevent progress meter 228 increased by thirty-five percent toninety-seven percent.

As illustrated in the embodiment of FIG. 12E, the bonus triggering eventprogress meter 228 increased by thirty-five percent by summing theamounts (e.g., numerical values) of the player eligibility meterincrease event a heal event) obtained during the player's turn for thecompetition game 200 and the player eligibility meter decrease event(e.g., a hit event) obtained during the opponent's turn for thecompetition game 200. The message area 232 displays an audio, a visualor an audio/visual message indicating a message or instructions to theplayer. An example of such message or instruction includes any suitablemessage or instruction, such as “YOUR OPPONENT HIT YOU FOR A LOSS OF15%. HOWEVER, YOU HEALED YOURSELF FOR 20%. YOU HAVE GAINED 5%. YOU HAVEALSO WON 45 CREDITS! YOUR BONUS TRIGGERING EVENT PROGRESS METER HASINCREASED TO 97%!”

At a seventh point in time 361 along timeline 350 of FIG. 11, the gamingdevice ends the round of the competition game 200. As described above,the gaming device ends the round of the competition game 200 if theopponent eligibility meter decreases to zero percent (e.g., zero lifeunits). In this instance, the gaming device causes an award to beprovided to the player, such as a bonus award, or an upgrade, such asupgraded competition game feature for a subsequent round. The round ofthe competition game ends if the player eligibility meter decreases tozero (e.g., zero life units) or if the player chooses to quit thecompetition game and cash out. In such instances, the gaming deviceenables the player to start another round of the competition game asillustrated at point in time 352 of FIG. 11.

In one embodiment, if the competition game ends, the gaming systemprovides the player an opportunity to play another competition game. Forexample, if the player eligibility meter decreases to zero, the gamingsystem enables the player to add funds to increase or replenish theplayer eligibility meter as described above. In one embodiment, if theeligibility meter decreases to zero, the gaming system enables theplayer to repeat the same competition game (or the same round for thecompetition game). For example, the gaming system enables the player tocontinue the same competition game from the same or different point inthat competition game. In this example, in the repeated competition game(or the repeated round), the player eligibility meter and/or theopponent eligibility meter are reset to their initial values and thebonus triggering event progress meter resets to zero. In anotherexample, if the player advances to and beats the final round of thecompetition game, the gaming system enables the player to repeat thesame competition game. In another embodiment, when the competition gameends, the gaming system enables the player to play a differentcompetition game, such as a competition game having a different theme, adifferent number of rounds, a different number of opponents, a differentplayer eligibility meter (e.g., a different number of life units perround), a different paytable or an other suitable characteristic.

In one embodiment, the values of the bonus triggering event progressmeter and/or the player eligibility meter carry over from round to roundof the competition game until the player eligibility meter reaches zero(or until the bonus triggering event occurs). In another embodiment, thevalue of the bonus triggering event progress meter carries over fromround to round of the competition game until the player eligibilitymeter reaches zero and the value of the player eligibility meter isreset for each round. In one embodiment, the value of the bonustriggering event progress meter is reset for each round and/or when theplayer eligibility meter reaches zero.

In one embodiment, the gaming system enables the player to save anyprogress achieved in the competition game. For example, the gamingsystem enables the player to save at least one of the following: (i) theround of the competition game, (ii) the status of the player eligibilitymeter, (iii) the status of the opponent eligibility meter, (iv) thestatus of the player bonus triggering event progress meter, and (v) thestatus of the opponent eligibility meter.

In one embodiment, the gaming system enables the player to save theplayer's progress in association with a player tracking card or smartcard. Storing the player's progress in association with a playertracking card or a smart card enables the player to restore the player'sprogress at a different time. Alternatively, in another embodiment, thegaming system saves the player progress to a player account associatedwith the gaming system and accessible to the player via a personalidentification number, biometric identification, or any other suitableidentification.

In one embodiment, the gaming system enables each one of the gamingdevices to save any progress achieved in the competition game. Forexample, the gaming system enables each one of the gaming devices tosave at least one of the following: (i) the round of the competitiongame, (ii) the status of the player eligibility meter, (iii) the statusof the opponent eligibility meter, (iv) the status of the player bonustriggering event progress meter, and (v) the status of the opponenteligibility meter. In this embodiment, the gaming system enables agaming device to save the progress achieved by a first player, so thatif a second player begins to play at the gaming device, the secondplayer can resume the competition game from point (or round) where thefirst player left off. In another embodiment, the gaming system causesthe gaming device to display a countdown timer which limits the secondplayer to a designated period of time in which to resume the competitiongame from the point (or round) where the first player left off.

In one embodiment, the gaming system enables the player to play thecompetition game for a fee or buy-in. For example, the gaming systemdisplays the competition game after the player pays a fee to the gamingestablishment. In this example, the player buys into the competitiongame. In one embodiment, the fee is predetermined or otherwisedetermined by the gaming system implementer. In another embodiment, theplayer must make a separate side-wager on the wagering game other thanthe wager placed for each play of the wagering game) to qualify for thecompetition game.

In one embodiment, the gaming system enables the player to competeagainst a different opponent in each round of the competition game. Forexample, the competition game includes a plurality of rounds, whereineach round is associated with a different virtual or computer-controlledopponent. That is, in this embodiment, the gaming system enables oneplayer to compete against one or more virtual or computer-controlledopponents in the competition game. Each virtual or computer-controlledopponent is associated with at least one different characteristic. Suchcharacteristics include, but are not limited to, the quantity of symbolsavailable for the wagering game, probability data associated with thecompetition game (e.g., how often a heal event, a defend event and/or ahit event occur), the quantity or amount of life units per competitiongame event (e.g., a hit event for a first opponent decreases the playereligibility meter by an amount selected from a first range, such as 1 to10 life units, while a hit event for a second opponent decreases theplayer eligibility meter by an amount selected from a second range, suchas 5 to 25 life units), the quantity of life units associated with thecompetition game, or any other suitable characteristic. In oneembodiment, a first virtual opponent is associated with an opponenteligibility meter having a first designated amount of life units (e.g.,50 life units) while a second, different virtual opponent is associatedwith an opponent eligibility meter having a second, different designatedamount of life units (e.g., 200 life units). Thus, the difficulty levelof the competition game changes for different rounds (e.g., increases asthe competition game progresses round to round).

In one embodiment, the gaming system enables the player to competeagainst another player playing at one of the gaming devices in thegaming system. In this embodiment, the gaming system enables twoindependent players to compete against one another in the competitiongame. In one embodiment, the gaming establishment or the gaming systemoperator charges a rake or fee to each of the players to host or conductthe competition game. That is, each player pays a designated fee toparticipate in the competition game. In this embodiment, the feeincludes, but is not limited to, a predetermined amount, a predeterminedpercentage of one of the player's wagers, a predetermined percentage ofboth players' wagers, or any amount or percentage deemed suitable by thegaming establishment and/or the gaming system operator.

In one embodiment, the gaming system enables the player to competeagainst another player playing at one of the gaming devices in thegaming system. In one such embodiment, the gaming system enables twoindependent players to compete against one another in the competitiongame, while competing against the house for the individual rounds in thecompetition game. In one embodiment, the gaming establishment or thegaming system operator charges a fee for each competition within thecompetition game. That is, the players play against the house for anywinnings they might accrue during the competition. In this embodiment,the winner of the competition is awarded a total prize (e.g., the fullprize winnings from both players) or a predetermined percentage of anyamounts won by the losing players.

In one embodiment, where the competition game is a turn-based game, thegaming system suitably determines which player takes their turn first.In different embodiments, the determination of which player takes theirturn first is randomly determined, predetermined, determined based onthe player's player tracking status (as determined through a suitableplayer tracking system), determined based on each player's wager,determined based on each player's player eligibility meter, determinedbased on time, or determined based on another suitable method. Inanother embodiment, the gaming system enables both players to take oneor more turns simultaneously or substantially simultaneously.

In another embodiment, the gaming system enables a plurality of playersto compete against a common opponent as a group or team. In thisembodiment, two or more players play against a common opponent. In onesuch embodiment, the gaming system enables both players to take theirturn simultaneously or substantially simultaneously against the commonopponent. In one embodiment, the common opponent has increasedeligibility to equalize the competition. For example, if a playercompetes against a designated opponent, the gaming device enables theplayer to request (i) to join a team competing against the samedesignated opponent, or (ii) to field requests from players seeking ateammate to compete against the same designated opponent. In oneembodiment, one of the gaming devices in the gaming system sends therequest to the central controller of the gaming system and the centralcontroller polls other gaming devices in the gaming system to fulfillsuch requests. If another player at another gaming device in the gamingsystem wishes to fulfill a request, the central controller facilitatesthe connection between the gaming devices over a data network asdescribed above.

In one embodiment, the gaming system enables a sponsor, advertiser orthird party to pay the fee for one or both of the players to play thecompetition game in exchange for the opportunity to advertise a product,good or service to one or both of the players during their play of thecompetition game. That is, one or both of the players play a free orsponsored competition game in exchange for receiving advertisementsdisplayed at the gaming device (e.g., on the display device or a servicewindow). In this embodiment, the sponsor, advertiser or third party paysthe fee charged by the gaming establishment and/or the gaming systeminstead of the player(s).

In one embodiment, the gaming system provides the wagering game and/orthe competition game to one or more players for a designated amount oftime in exchange for a designated wager. For example, the gaming systemenables a player to play a designated minimum number of rounds (e.g.,two rounds) in exchange for a designated minimum wager (e.g., $5). Inone embodiment, the gaming system provides the player with a designatedminimum number of life units (e.g., 100 life units) in exchange for adesignated wager (e.g., $5). In another embodiment, the gaming systemenables a player to play a designated minimum number of rounds (e.g.,two rounds) in exchange for a designated wager (e.g., $5), wherein thegaming system enables the player to start each round with at least adesignated minimum number of life units (e.g., 80 life units).

In one embodiment, the gaming system automatically wagers one of aplurality of wager components funded by the player after designatedwagering events occur in association with the wagering game and/or thecompetition game. For example, the gaming system enables the player tofund the competition game with coin-in. The credit meter displays theamount of funds available to the player. The gaming system determinesthe number of life units or the percentage associated with the playereligibility meter based on the funds available to the player. In oneembodiment, during the wagering game, if a designated wagering eventoccurs (e.g., randomly generating a symbol combination along one of aplurality of paylines), the gaming system automatically wagers one of aplurality of wager components on behalf of the player. In anotherembodiment, during the competition game, if a designated wagering eventoccurs (e.g., a hit event, a heal event, a defend event or a neutralevent), the gaming system automatically wagers one of a plurality ofwager components on behalf of the player. In such embodiments, for eachdesignated wagering event that occurs, the gaming system determines awagering event outcome. In one embodiment, the wagering event outcomeresults in an increase to the player eligibility meter and/or theopponent eligibility meter by a designated number of life units (or apercentage), a decrease to the player eligibility meter and/or theopponent eligibility meter by a designated number of life units (or apercentage) or no change to the player eligibility meter and/or theopponent eligibility meter. The gaming system then determines whether toprovide the player an award based on the determined wagering eventoutcome for the wagering game and/or the competition game.

In one embodiment, additional game information for the competition game(which is provided by the gaming device) is downloadable to the gamingdevice through a data network as described above. Such additional gameinformation includes, but is not limited to, additional opponents tocompete against the player, additional upgraded competition gamefeatures, additional or different awards, additional or differentthemes, graphics, sounds, and/or videos (e.g., animations), andadditional or different probability data. It should be appreciated thatthe gaming system enables additional game information for thecompetition game and/or the wagering game to be downloaded to the gamingdevice through a data network after the gaming device is in a gamingestablishment. Additionally, it should be appreciated that suchdownloaded game information may change one or more aspects or functionsof the competition game and/or the wagering game. For example,downloading additional opponents to at least one of the gaming devicesto compete against the player lengthens the competition game from afirst designated amount of rounds to a second, different designatedamount of rounds. In another example, downloading an additional theme toat least one of the gaming devices changes the game events displayed forthe competition game and/or the available symbols or symbol combinationsfor the wagering game. Such downloadable game information varies thelook, function, or appeal of the competition game and/or the wageringgame. It should be appreciated that in one embodiment, the gaming systemprovides such downloadable game information as an award or benefit tothe player for winning certain rounds, or winning the final round, ofthe competition game.

It should be understood that various changes and modifications to thepresently preferred embodiments described herein will be apparent tothose skilled in the art. Such changes and modifications can be madewithout departing from the spirit and scope of the present subjectmatter and without diminishing its intended advantages. It is thereforeintended that such changes and modifications be covered by the appendedclaims.

The invention is claimed as follows:
 1. A gaming system comprising: atleast one display device; at least one input device; at least oneprocessor; and at least one memory device which stores a plurality ofinstructions which when executed by the at least one processor, causethe at least one processor to operate with the at least one displaydevice and the at least one input device to: (a) for each of a firstquantity of at least one play of a first game: (i) determine a firstgame symbol combination for a player, and (ii) display any awardassociated with the determined first game symbol combination, (b) foreach of the first quantity of at least one play of a second game: (i)determine a second game symbol combination for an opponent, wherein saidgeneration occurs independent of any generated first game symbolcombination, and (ii) display any award associated with the determinedsecond game symbol combination, (c) display a first competition gameaction based on at least one of the generated first game symbolcombinations for the player, (d) display a second competition gameaction based on at least one of the generated second game symbolcombinations for the opponent, (e) determine a competition outcome basedon the first competition game action and the second competition gameaction, and (f) provide the player any award associated with thedetermined competition outcome.
 2. The gaming system of claim 1, whereinwhen executed by the at least one processor, the plurality ofinstructions cause the at least one processor to cause the display ofthe first competition game action before the display of the secondcompetition game action.
 3. The gaming system of claim 1, wherein thefirst quantity of at least one play of the first game and the firstquantity of at least one play of the second game are included in a firstround and an award associated with the determined competition outcomeincludes an advance to a second round.
 4. The gaming system of claim 3,wherein the first round and the second round are associated withdifferent opponents.
 5. The gaming system of claim 1, wherein the firstquantity of at least one play includes a plurality of plays.
 6. Thegaming system of claim 1, wherein at least one of any award associatedwith any determined first game symbol combinations, any award associatedwith any determined second game symbol combinations and any awardassociated with the determined competition outcome includes at least oneof: a progressive award, a quantity of monetary credits, a quantity ofnon-monetary credits, a quantity of promotional credits, and a quantityof player tracking points.
 7. A method of operating a gaming system,said method comprising: (a) for each of a first quantity of at least oneplay of a first game: (i) causing at least one processor to execute aplurality of instructions to determine a first game symbol combinationfor a player, and (ii) causing at least one display device to displayany award associated with the determined first game symbol combination,(b) for each of the first quantity of at least one play of a secondgame: (i) causing the at least one processor to execute the plurality ofinstructions to determine a second game symbol combination for anopponent, wherein said generation occurs independent of any generatedfirst game symbol combination, and (ii) causing the at least one displaydevice to display any award associated with the determined second gamesymbol combination, (c) causing the at least one display device todisplay a first competition game action based on at least one of thegenerated first game symbol combinations for the player, (d) causing theat least one display device to display a second competition game actionbased on at least one of the generated second game symbol combinationsfor the opponent, (e) causing the at least one processor to execute theplurality of instructions to determine a competition outcome based onthe first competition game action and the second competition gameaction, and (f) providing the player any award associated with thedetermined competition outcome.
 8. The method of claim 7, which includescausing the at least one display device to display of the firstcompetition game action before the display of the second competitiongame action.
 9. The method of claim 7, wherein the first quantity of atleast one play of the first game and the first quantity of at least oneplay of the second game are included in a first round and an awardassociated with the determined competition outcome includes an advanceto a second round.
 10. The method of claim 9, wherein the first roundand the second round are associated with different opponents.
 11. Themethod of claim 7, wherein the first quantity of at least one playincludes a plurality of plays.
 12. The method of claim 7, wherein atleast one of any award associated with any determined first game symbolcombinations, any award associated with any determined second gamesymbol combinations and any award associated with the determinedcompetition outcome includes at least one of: a progressive award, aquantity of monetary credits, a quantity of non-monetary credits, aquantity of promotional credits, and a quantity of player trackingpoints.
 13. The method of claim 7, which is provided through a datanetwork.
 14. The method of claim 13, wherein the data network is aninternet.
 15. A gaming system server comprising: at least one processor;and at least one memory device which stores a plurality of instructionswhich when executed by the at least one processor, cause the at leastone processor to: (a) for each of a first quantity of at least one playof a first game: (i) determine a first game symbol combination for aplayer, and (ii) cause at least one display device to display any awardassociated with the determined first game symbol combination, (b) foreach of the first quantity of at least one play of a second game: (i)determine a second game symbol combination for an opponent, wherein saidgeneration occurs independent of any generated first game symbolcombination, and (ii) cause the at least one display device to displayany award associated with the determined second game symbol combination,(c) cause the at least one display device to display a first competitiongame action based on at least one of the generated first game symbolcombinations for the player, (d) cause the at least one display deviceto display a second competition game action based on at least one of thegenerated second game symbol combinations for the opponent, (e)determine a competition outcome based on the first competition gameaction and the second competition game action, and (f) cause any awardassociated with the determined competition outcome to be provided to theplayer.
 16. The gaming system server of claim 15, wherein when executedby the at least one processor, the plurality of instructions cause theat least one processor to cause the at least one display device todisplay of the first competition game action before the display of thesecond competition game action.
 17. The gaming system server of claim15, wherein the first quantity of at least one play of the first gameand the first quantity of at least one play of the second game areincluded in a first round and an award associated with the determinedcompetition outcome includes an advance to a second round.
 18. Thegaming system server of claim 17, wherein the first round and the secondround are associated with different opponents.
 19. The gaming systemserver of claim 15, wherein the first quantity of at least one playincludes a plurality of plays.
 20. The gaming system server of claim 15,wherein at least one of any award associated with any determined firstgame symbol combinations, any award associated with any determinedsecond game symbol combinations and any award associated with thedetermined competition outcome includes at least one of: a progressiveaward, a quantity of monetary credits, a quantity of non-monetarycredits, a quantity of promotional credits, and a quantity of playertracking points.